Дисертації з теми "Visual Programming for Design"

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1

Chattratichart, Jarinee. "Usability issues and design principles for visual programming languages." Thesis, Brunel University, 2003. http://bura.brunel.ac.uk/handle/2438/9217.

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Анотація:
Despite two decades of empirical studies focusing on programmers and the problems with programming, usability of textual programming languages is still hard to achieve. Its younger relation, visual programming languages (VPLs) also share the same problem of poor usability. This research explores and investigates the usability issues relating to VPLs in order to suggest a set of design principles that emphasise usability. The approach adopted focuses on issues arising from the interaction and communication between the human (programmers), the computer (user interface), and the program. Being exploratory in nature, this PhD reviews the literature as a starting point for stimulating and developing research questions and hypotheses that experimental studies were conducted to investigate. However, the literature alone cannot provide a fully comprehensive list of possible usability problems in VPLs so that design principles can be confidently recommended. A commercial VPL was, therefore, holistically evaluated and a comprehensive list of usability problems was obtained from the research. Six empirical studies employing both quantitative and qualitative methodology were undertaken as dictated by the nature of the research. Five of these were controlled experiments and one was qualitative-naturalistic. The experiments studied the effect of a programming paradigm and of representation of program flow on novices' performances. The results indicated superiority of control-flow programs in relation to data-flow programs; a control-flow preference among novices; and in addition that directional representation does not affect performance while traversal direction does - due to cognitive demands imposed upon programmers. Results of the qualitative study included a list of 145 usability problems and these were further categorised into ten problem areas. These findings were integrated with other analytical work based upon the review of the literature in a structured fashion to form a checklist and a set of design principles for VPLs that are empirically grounded and evaluated against existing research in the literature. Furthermore, an extended framework for Cognitive Dimensions of Notations is also discussed and proposed as an evaluation method for diagrammatic VPLs on the basis of the qualitative study. The above consists of the major findings and deliverables of this research. Nevertheless, there are several other findings identified on the basis of the substantial amount of data obtained in the series of experiments carried out, which have made a novel contribution to knowledge in the fields of Human-Computer Interaction, Psychology of Programming, and Visual Programming Languages.
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2

Putti, Shashidhar. "Dynamic networking of design exemplars towards a mechanical design visual programming language /." Connect to this title online, 2007. http://etd.lib.clemson.edu/documents/1181250672/.

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3

Lindgren, Sebastian. "A Mobile Graph-Like Visual Programming Language." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-36249.

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Visual programming is a programming paradigm commonly used for game scripting, it also has applications in other areas such as for example patcher languages for music and animation and even a few languages for general purpose programming. By using visual programming complex tasks can be made easier by abstracting the code and letting the user express a flow of commands instead. This also gives a better overview of the problem and how the different parts connect. By graphically connecting nodes the program flow will be made clear even for those new to programming. Unfortunately, visual programming is mostly limited to laptops and stationary computer systems. Touch enabled mobile devices which perhaps would be even better suited for a visual programming approach are left with textual programming environments, which doesn’t use the capabilities of the touch screen, and a few non-graph-like visual programming languages, which use interlocked blocks to represent code. To explore how well graph-like visual programming would work on mobile devices a study will be conducted in which a lo-fi design is created and iteratively evaluated and improved using a modified NEVO process. The design will be created and improved based on existing visual programming interfaces and research in the area of visual programming, interaction design and information design, combined with the input from the test subjects. In this work a mobile, visual, graph-like, general purpose programming language has been designed. A lo-fi prototype of the language has been created to display how the language would look on a mobile system if realized. The lo-fi prototype was then tested with a method given by Rettig to give an indication of the systems usability measured by its task completion time compared to the task completion time of a mobile textual system. There is also a qualitative analysis on the responses from the test users. The tests were conducted both on people new to programming as well as people who have been programming for a while.
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4

Qiu, Xinyu. "A Constructivist Instructional DesignIntroducing visual programming to professional designers." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin159239515074893.

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5

Lewis, Whitney E. "Design Scaffolding for Computational Making in the Visual Programming Tool ARIS." DigitalCommons@USU, 2018. https://digitalcommons.usu.edu/etd/7235.

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Анотація:
In this thesis, I explore how design scaffolds, or (i.e., intellectual supports) can assist learners engaging with computational making processes. Computational making combines programming with artifact production. Due to the complexity of tasks involved in computational making, there is an increasing need to explore and develop support systems for learners engaging with computational making. With $3,000 funding from Utah State University’s College of Education and Human Services, an undergraduate researcher and I, who both have experience with youth and computational making research, explored how design scaffolds impact youth engaging with computational making processes. To do so, we held a workshop where 11 learners (11 female, ages 11-16) used ARIS, a platform designed for non-programmers to create mobile games. In addition, we interviewed five ARIS designers who were able to evaluate our design scaffolds. We provide insights for improving the use of design scaffolds in computational making with ARIS specifically that also apply broadly to computational making processes. Moreover, we developed an ARIS course that teaches educators to use a design scaffold tool for ARIS. This research provides immediate benefits for educators who access the ARIS course and researchers seeking to improve upon design scaffold research for computational making processes.
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6

Tomizawa, Takaaki. "Pictogram: The Design and Implementation of a New Visual Programming Language." NSUWorks, 1999. http://nsuworks.nova.edu/gscis_etd/884.

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The objective of this dissertation was to design and implement a platform-independent, distributed visual programming language / visual programming environment (VPUVPE) called the PictGram system. PictGram (PICTorial proGRAMming) is based on the functional programming paradigm. The PictGram system required the development of three challenging components: (1) a visual lexical specification for graphical tokens, (2) a visual syntactic definition specifying rules by which expressions can be legally combined, and (3) a visual parsing mechanism for graphically represented programs. The construction of PictGram has required an intensive analysis of theories for distributed functional programming languages, and extensive experiments of possible VPUVPE implementation. The theoretical investigation developed a formalism of functional programming language in three design phases: (1) a lexical representation of a visual primitive, (2) visually-expressed syntactic rules for the lexical representation, and (3) semantic interpretation of the visual expression. The practical experiments have integrated such formalisms into two realistic implementation components: (1) a front-end of PictGram manages a construction of the visual expression and (2) a back-end of PictGram, a distributed interpreter, evaluates the visual expression. PictGram was constructed by integrating three sub-goals: (1) to develop a theory of PictGram VPUVPE, (2) to design and implement the PictGram VPUVPE, and (3) to integrate PictGram VPUVPE with distributed interpreters. Pic/Gram allows the users to construct a graphically-represented source program. Pic/Gram translates such a graphical expression into textual expression, then uses an interpreter to evaluate the expression. The result is then translated back to an appropriate graphical form. All programming activities are supported interactively through the system's graphical user interface. This dissertation has investigated visual programming methodologies based on a functional programming paradigm, and a visual programming system, PictGram, has been suggested. A lexeme is expressed by the graphical user components, and a syntactic relationship is specified by the click-and-drop operation. The semantics of the graphically-represented source programs are interpreted by the distributed interpreters. PictGram provides a simple interface that supports a general programming language paradigm.
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7

Armstrong, Kris A. "The Separation Principle – A Principle for Programming Language Design." University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1373382351.

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8

Olsen, Taylor J. "Animation as an Instrument: Designing a Visual-Audioizer Prototype." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1595515799106444.

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9

Lindstrand, Klas, and Axel Simonsson. "Optimization Workflow for Flat Slab Systems : Using Parametric Design with Visual programming." Thesis, KTH, Mekanik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-230892.

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Анотація:
The advancement of IT and technology has enabled the development of boundary breaking tools such as Parametric design and visual programming. Structural engineering has the potential to take the advantage of this development, by implementing visual programming which with the combination of optimization algorithms can explore design proposals. This opens up new possibilities to work closer with architects in the early stages of projects to create bolder architectural and structural designs. The task of the master thesis was to create a workflow using parametric design with visual programming and including an optimization algorithm. In the workflow, an optimization process should perform structural analysis and optimization operations to find suboptimal flat slab system designs. The idea was that the workflow should be implemented in the early stages of the structural design process, where an architectural model is used as a boundary to generate suboptimal flat slab systems based on user input. Thereafter, the different generated solutions need to be evaluated and verified by an engineer before proceeding further to the final design. The result obtained from the workflow was that an optimized flat slab system with column placements could be created through an optimization process with input data including geometry, loads and element properties. This led to an approach which exploited the capabilities of using parametric design and visual programming for structural design. This meant that, the user could alter the optimization process to narrow down the generated solutions to find the optimal flat slab system based on the requirements of the project. The results of the structural analysis in the workflow was not fully satisfactory, meaning it could not be used for final design without verification. The conclusion was that parametric design in combination with visual programming and optimization algorithms could generate multiple alternative designs. These alternatives could be used as inspiration for engineers to create new structural solutions in the early stages.
Framsteg inom IT och teknologi har möjliggjort utveckling av banbrytande verktyg som parametrisk design med visuell programmering. Konstruktörer har möjligheten att utnyttja denna utveckling genom att implementera visuell programmering, vilket i kombination med optimeringsalgoritmer kan generera alternativa konstruktionslösningar. Detta teknikskifte möjliggör ett närmare samarbete med arkitekter i tidiga skeden vilket kan resultera i mer vågade konstruktioner och arkitektur. Syftet med examensarbetet var att skapa ett arbetsflöde som utnyttjade parametrisk design och optimering i en visuell programmeringsmiljö som kunde utföra strukturanalys och optimering, vilket genererade optimala pelardäck med oväntade pelarplaceringar. Idén med detta var att arbetsflödet kunde implementeras i tidiga skeden med arkitekter, när den kan användas för att generera optimala pelardäck baserade på användarens indata. Därefter behöver de genererade lösningarna utvärderas och verifieras av en ingenjör, innan man fortsätter till nästa skede. Resultatet från arbetsflödet är att ett optimerat pelardäck med oväntade pelarplaceringar skapas genom en optimeringsprocess med indata innehållande geometri, laster, randvillkor och materialegenskaper. Detta arbetsflöde leder till ett angreppssätt som utnyttjar möjligheterna med parametrisk design och visuell programmering. Detta innebär att användaren kan påverka optimeringsprocessen för att smalna av resultatet för att hitta optimerade pelardäck baserade på projektets krav. Resultaten från strukturanalysen i arbetsflödet är inte helt tillförlitliga, vilket innebär att resultaten behöver verifieras. Sammanfattningsvis kan parametrisk design i kombination med visuell programmering och optimeringsalgoritmer skapa en mångfald av lösningar. Dessa alternativ kan inspirera ingenjörer att skapa nya konstruktionslösningar i tidiga skeden.
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10

Pierson, Graham C. "Code maintenance and design for a visual programming language graphical user interface." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2004. http://library.nps.navy.mil/uhtbin/hyperion/04Sep%5FPierson.pdf.

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11

Tarr, Melanie. "The other art of computer programming: A visual alternative to communicate computational thinking." Thesis, Edith Cowan University, Research Online, Perth, Western Australia, 2020. https://ro.ecu.edu.au/theses/2280.

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The thesis will explore the implications of teaching computer science through visual communication. This study aims to define a framework for using pictures within learning computer science. Visual communication materials for teaching computer science were created and tested with Year 8 students. Along with a recent commercial and political focus on the introduction of coding to adolescents, it appears that the computer industry has a large shortfall of programmers. Accompanying this shortfall is a rise among adolescents in the preference for visual communication (Brumberger, 2011; Coats, 2006; Oblinger et al., 2005; Prensky, 2001; Tapscott, 1998) while textual communication currently dominates the teaching materials in the computing discipline. This study looks at the learning process and utilises the ideas of Gibson, Dewey and Piaget to consider the role of visual design in teaching programming. According to Piagetian theory Year 8 is the time a child begins to understand abstract thought. This research investigated through co-creation and prototyping how to creatively support cognition within the learning process. Visual communication theories, comprising the fields of graphic and information design, were employed to communicate computer science to approximately 60 junior high school students across eight schools. Literature in a range of visual communication fields is reviewed along with the psychology of perception and cognition to help create a prototype lesson plan for the target audience of Year 8 students. The history of computer science is reviewed to illustrate the mental imagery within the discipline and also to explore computational thinking concepts. These concepts are ". . . the metaphors and structures that underlie all areas of science and engineering" (Guzdial, 2008). The participants’ attitudes increased toward learning programming through visual communication. Quantitative questionnaires were used to gather data on cognition and measure the effectiveness of the learning process. Thirteen hypotheses were established concerning learning programming through pictures from the quantitative data. Focus groups further triangulated data gathered in the quantitative stage. Approximately seventy percent of the participants understood seventy percent of the information within the instrumentation. Models of intent to learn programming through pictures were established using structural equation modelling (SEM). Outcomes of the exegesis are a framework for using pictures that demonstrates computational thinking and explains the research.
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12

Vasilopoulos, Ioannis Vasileiou. "The design, development and evaluation of a visual programming tool for novice programmers : psychological and pedagogical effects of introductory programming tools on programming knowledge of Greek students." Thesis, Teesside University, 2014. http://hdl.handle.net/10149/347149.

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Анотація:
This thesis reports a research project that aims to improve the teaching and learning of introductory programming from a pedagogical and psychological viewpoint. Towards this aim, seven principles for designing educational programming tools for novices were identified by reviewing literature regarding novices’ difficulties and using a theoretical framework defined by the psychological theories of Constructivism and Cognitive Load Theory. This set of design principles was not only theoretically identified, but its pedagogical impact was also empirically tested. For this reason, Koios, a new programming tool, was designed and developed as a manifestation of the combined set of principles. Empirical studies were conducted by a way of a quasi-experimental design in two different Greek secondary-education institutions. The independent variable was compliance with the set of the seven principles. Students’ level of programming skills (procedural knowledge) was the dependent variable, while the quality of their mental models in the domain of introductory programming (declarative knowledge) was the potential mediator. The effect of compliance with the set of principles on students’ programming skills and mental-model quality was explored via Koios’ evaluation. Declarative- and procedural-knowledge measurements, as well as a practical test, were used to collect data, which were analysed using ANOVA and hierarchical multiple regression. The major conclusions drawn from this study are:(a) compliance with the set of design principles does not affect the development of novices’ procedural and declarative programming knowledge, (b) a programming tool that highly complies with this set facilitates novices in the application of their procedural programming knowledge during program creation and (c) programming tools, declarative and procedural knowledge are independent components in learning to program. However, it was also concluded that the two knowledge types and a programming tool that highly complies with the set contribute significantly to novices’ programming performance. This study contributes to knowledge by theoretically identifying and empirically testing a set of design principles for educational programming software, and by producing and scientifically evaluating a programming tool as an embodiment of this set. Through this evaluation, the suggestion of Koios as a practically useful programming tool for novices seems to be well supported.
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Romanycia, Marc Hector Joseph. "The design and control of visual routines for the computation of simple geometric properties and relations." Thesis, University of British Columbia, 1987. http://hdl.handle.net/2429/26526.

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Анотація:
The present work is based on the Visual Routine theory of Shimon Ullman. This theory holds that efficient visual perception is managed by first applying spatially parallel methods to an initial input image in order to construct the basic representation-maps of features within the image. Then, this phase is followed by the application of serial methods - visual routines - which are applied to the most salient items in these and other subsequently created maps. Recent work in the visual routine tradition is reviewed, as well as relevant psychological work on preattentive and attentive vision. An analysis is made of the problem of devising a visual routine language for computing geometric properties and relations. The most useful basic representations to compute directly from a world of 2-D geometric shapes are determined. An argument is made for the case that an experimental program is required to establish which basic operations and which methods for controlling them will lead to the efficient computation of geometric properties and relations. A description is given of an implemented computer system which can correctly compute, in images of simple 2-D geometric shapes, the properties vertical, horizontal, closed, and convex, and the relations inside, outside, touching, centred-in, connected, parallel, and being-part-of. The visual routines which compute these, the basic operations out of which the visual routines are composed, and the important logic which controls the goal-directed application of the routines to the image are all described in detail. The entire system is embedded in a Question-and-Answer system which is capable of answering questions of an image, such as "Find all the squares inside triangles" or "Find all the vertical bars outside of closed convex shapes." By asking many such questions about various test images, the effectiveness of the visual routines and their controlling logic is demonstrated.
Science, Faculty of
Computer Science, Department of
Graduate
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14

Meyer-Spradow, Jennis, Timo Ropinski, Jörg Mensmann, and Klaus Hinrichs. "Interactive Design and Debugging of GPU-based Volume Visualizations." Linköpings universitet, Medie- och Informationsteknik, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-92878.

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There is a growing need for custom visualization applications to deal with the rising amounts of volume data to be analyzed in fields like medicine, seismology, and meteorology. Visual programming techniques have been used in visualization and other fields to analyze and visualize data in an intuitive manner. However, this additional step of abstraction often results in a performance penalty during the actual rendering. In order to prevent this impact, a careful modularization of the required processing steps is necessary, which provides flexibility and good performance at the same time. In this paper, we will describe the technical foundations as well as the possible applications of such a modularization for GPU-based volume raycasting, which can be considered the state-of-the-art technique for interactive volume rendering. Based on the proposed modularization on a functional level, we will show how to integrate GPU-based volume ray-casting in a visual programming environment in such a way that a high degree of flexibility is achieved without any performance impact.
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15

Nezamaldin, Darwn. "Parametric design with Visual programming in Dynamo with Revit : The conversion from CAD models to BIM and the design of analytical applications." Thesis, KTH, Byggvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-241167.

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Nowadays, there is a big strive to achieve faster and more accurate results of designing buildings in construction companies. Construction companies that work with the design part are continuously searching for methods to increase efficiency in the working process. Autodesk have introduced a software that uses parametric design to provide input to Revit models and to retrieve and manipulate the outcomes of Revit models. The Dynamo software uses visual programming and is connected directly to Revit where the user can gain access to Revit’s data structure where parameters can be controlled and manipulated. This research consists of two parts. The first part shows how 2D Autocad drawing can be converted into 3D Revit models. This is done by using the 2D geometry as reference lines for placing BIM objects. The second part shows how the BIM model can then be used to analyze different elements with Dynamo. The calculations of element cost, weight and thermal transmission losses of floors, walls and roofs are used to illustrate this possibility. All the main goals were achieved and are presented in the report for engineers to utilize. The report illustrates the basics of Dynamo, shows examples of how to it can be used while sharing the scripts that were used for this research. The report also encourages other competent students to continue where this thesis ended. Even though several tasks were achieved in this thesis, there are still much more to learn about parametric design and visual programming.
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16

Molley, Sean. "Ta Da! - The Text Adventure Design Assistant a Visual Tool for the Development of Adventure Games." TopSCHOLAR®, 1997. http://digitalcommons.wku.edu/theses/347.

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Анотація:
In this paper, I survey past and present tools available to text adventure game authors, and then describe a new product: the Text Adventure Design Assistant (TA DA!), a visual programming system for creating text adventure games. My system consists of two parts: an abstract framework which defines an archetypical game, and a user interface which allows for the construction of games in a visual manner by manipulating the elements of the abstract game to produce a concrete design. The two most popular contemporary programming languages for creating text adventure games, TADS and Inform, are compared and contrasted, and my abstract framework is adapted to both of these languages. The traditional pencil-and-paper design process used by adventure game authors is studied and its application to the development of TA DA! is described. Finally, the implications of TA DA! and similar advances in visual programming are discussed and I predict future trends in the design of both adventure games and other application domains based on this work.
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17

Renholm, Filip, Fredrik Möller, Isak Jansson, Klara Gustafsson, Lara Leo Johansson, Eriksson Linus Bodeström, Ludwig Thaung, and Vendela Egondotter. "CodeBuddy : Development of a programming assistance marketplace as a web application." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-148726.

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Анотація:
According to a study at Linköping University, students who study programming need additional assistance beyond the help provided in the course. According to the same survey, the majority of these students indicate that they would pay for private tuition in programming. At the same time, there are students who believe they have the competence to teach others in programming and could consider of doing this against financial compensation. To meet these needs of students, a solution tested in this thesis resulted in the development of a web application to create a C2C platform where students can meet up to exchange knowledge within programming. The development of the web application is varied by design and functionality substantiated by scientific theories. During the project, user testing is performed to get opinions from the potential target group. The work mainly focuses on answering the research questions regardingconsumer trust of the web application’s design. The report shows that it is possible to develop a web application according to the above criteria.
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18

De, Oliveira Clarissa C. "Designing educational programming tools for the blind: mitigating the inequality of coding in schools." Thesis, Malmö högskola, Fakulteten för kultur och samhälle (KS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22653.

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Анотація:
This design-based research provides design considerations for developing educational tools for teaching programming to blind primary schoolers, as an effort towards more inclusive classrooms, given that the tools available today are not accessible to these students. Existing tools were analyzed and tested, and co-design practices were applied in exploring ‘instructions’ as a main logic operation for computer programming, through experimenting with diverse types of interfaces, having visually impaired participants at the center of the process. Physical and mental patterns, relevant for improving the accessibility of such tools, are unveiled and further discussed in this study.
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19

Gordon, Christopher Todd. "A visual language for ADA program unit specifications." Thesis, This resource online, 1990. http://scholar.lib.vt.edu/theses/available/etd-06232009-063007/.

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20

Granberg, Andreas, and Joel Wahlstein. "Parametric design and optimization of pipe bridges : Automating the design process in early stage of design." Thesis, KTH, Bro- och stålbyggnad, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-277935.

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Анотація:
Parametric design can be used for structural design. This approach has someclear advantages compared to the conventional point-based approach using differentComputer Aided Design (CAD)-software, especially in early stage of design. Since themodel is parametrically defined, alternate designs, that are within the scope of theparametric definition, can be explored with little effort from the user compared tothe point-based models. In this way, optimization routines can be used to make moreinformed decisions about the design. Pipe bridges usually have a similar design that issuitable to be defined parametrically.The aim of the thesis is to automate the modeling of pipe bridges in the earlystages of design, to make an integrated analysis and to optimize the structure withregard to material cost and carbon dioxide equivalent-emissions as well as mass ofthe structure. Further, to investigate in what way these objectives are correlated.This thesis improves an existing grasshopper script used to design pipe bridges andimplement an automatic generation of a Bill of Quantity (BoQ).The results of the thesis case study suggests that there is potential in usingoptimization with parametric design to minimize the cost of pipe bridges. With a goodparametric design definition alternate designs can be explored with little effort fromthe user. This benefit to speed up the design process, and allowing the designer towork with adaptable design, could be reasons to turn to a parametric design method.It should also be stressed that this thesis suggests a correlation between the cost of thestructure and the carbon dioxide equivalent emission from the structure. Meaning thatwhile minimizing emissions one could also be minimizing the cost.
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21

Mainza, Chilufya Emma. "A Visual Rapid Prototyping Environment for Smart Home Concepts." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20576.

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Анотація:
This research project is part of the Internet of Things and People (IoTaP) project at Malmo ̈ University. The project focuses on the aspects of human-computer interaction in a visual programming environment. Visual programming is becoming increasingly popular in different sector of the IT world. Visual programming allows for novices or non-professional programmers to create systems without any or extensive scripting/coding skills. The research presented in this thesis is on a visual rapid prototyping environment that is founded on an existing smart home platform, and allows for designers and developer to prototype smart home concepts using smart devices. The research methodologies used involve Design Science methods infused with User-Centered Design principles and methods (Participatory Design). The research process involves a series of workshops performed with some of the IoTaP smart home re- searcher. The research process also involves qualitative investigation of existing visual prototyping tools and techniques.A prototype of a visual rapid prototyping environment was used to evaluate the research findings. The evaluation process focused on defining the benefits of a visual rapid prototyping environment and how it can help improve the design and testing process of smart home devices.
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Novak, James. "Responsive Design and 4D Products: Enhancing Human Experiences Through Ubiquitous Computing." Thesis, Griffith University, 2018. http://hdl.handle.net/10072/380531.

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As the boundaries between the physical and digital worlds increasingly blur, there is concern that humans are becoming subservient to computers and machines. Humancentred design principles are quickly forgotten as new technologies become the focus of research and commercial interest, resulting in a gizmo culture. Computing technology has become ubiquitous, however, the ubiquitous computing vision is yet to be realised after decades of developing ever faster, smaller and cheaper sensors. While ubiquitous computing research has been dominated by engineering and computing disciplines, this thesis argues that today, the majority of technological hurdles to more human-centred interactions between people and technology have been overcome, and designers must now lead development of products that empower humans and encourage more sustainable relationships with technology. Specifically, product and industrial designers are being enabled by new software to develop more life-like products that have both physical and digital presence, no longer creating single static solutions to problems, but designing systems whereby products can adapt and evolve over time. This leverages the rapidly increasing quantity of sensors within products and the environment, and requires new thinking beyond the interface as a means for utilising this data. Employing a research through design methodology, experimental prototypes have been developed to understand how current technologies can be applied to products and design systems in order to allow them to adapt over time. Qualitative and quantitative results show how new symbiotic relationships between people and products are emerging, and are part of broader shifts within research disciplines like architecture, additive manufacturing and robotics to move towards more interconnected systems through the fourth industrial revolution. This thesis calls for product design research to adopt a unified approach to this new generation of 4D and responsive products, ensuring increasingly life-like technologies empower humanity rather than suppress human flourishing as control is resigned to machines.
Thesis (PhD Doctorate)
Doctor of Philosophy (PhD)
Queensland College of Art
Arts, Education and Law
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23

Moroni, Janaina Luisa da Silva. "Aplicação do design gráfico para o desenvolvimento de mobiliário urbano." reponame:Biblioteca Digital de Teses e Dissertações da UFRGS, 2008. http://hdl.handle.net/10183/16317.

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Анотація:
O projeto de espaços públicos, pensados como ideais, necessita um investimento elevado. A abertura de licitações para profissionais residentes de outros estados, diferentes daquele de onde será feita a implantação, pode trazer reflexos negativos no mobiliário urbano projetado, pois esses profissionais planejam, muitas vezes, de acordo as vivências de sua cidade local, gerando mobiliários urbanos descontextualizados com o padrão cultural, a identidade visual da cidade, a instalação ideal, o acesso universal do usuário e o tipo de material mais conveniente, por exemplo. Em virtude disso, esta pesquisa visa investigar e gerar subsídios para os profissionais ligados às atividades de mobiliário urbano. A ABNT, através da NBR9383, divide o mobiliário urbano em categorias. O foco desta dissertação é a investigação, através de análises e interpretações de arquivos históricos, fotografias e dados de gestores públicos, a categoria de Infra-estrutura, Informação e Comunicação Visual, especificamente no que diz respeito às placas de sinalização e de logradouro. Apresenta-se uma metodologia de projeto de mobiliário urbano, exemplificada através de avaliação por questionário e de proposta de design gráfico para a criação de uma identidade visual na "Rua dos Antiquários" em Porto Alegre, e a produção do aplicativo executável "Geraplaca", para auxiliar os projetistas na elaboração de placas de sinalização e de nome de rua de forma padronizada na escolha da letra, diagramação, observações de produção, acabamento e instalação. Desde modo, pode-se diminuir gastos de produção e unificar linguagens de comunicação entre as diversas formações dos profissionais que trabalham com mobiliário urbano.
The project of public spaces, as ideal place, needs a high investment. The opening of licitations for professionals of other states, different from where the implantation will be made, can bring negative consequences in the projected urban furniture. This happens because these professionals plan, many times, in agreement with the experiences of their local city, generating urban furniture out of the context with respect to cultural standard, visual identity of the city, ideal installation, access of the universal user and the type of more convenient material, for example. Due to it this, this research aims to investigate and to generate tools for professionals that work with urban furniture. The ABNT, through the NBR9383, divides the urban furniture in categories. The focus of this work is the research, through analyses and interpretations of historical archives, photographs and data of public managers, the Infrastructure, Information and Visual Communication category, specifically in what it says respect to the public place and signalling plates. A methodology for urban furniture project is presented, exemplified by the evolution of a quiz and the graphic design to create a visual identity in the "Street of the Antiquários" in Porto Alegre, with the production of application "Geraplaca", to help the designers in the creation of signaling plates and street plate of standardized form with respect to the choice of the letter, diagramming, production comments, finishing and installation. This way, production expenses can be diminished and the communication language among several different professionals who work with urban planning can be unified.
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24

Smith, Lucy Michelle. "Development of a structured design and programming methodology for expert system shells utilizing a visual programming language : application of structured methodology to the MK92 Maintenance Advisor Expert System, Performance module prototype." Thesis, Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 1994. http://handle.dtic.mil/100.2/ADA289897.

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Анотація:
Thesis (M.S. in Information Technology Management) Naval Postgraduate School, September 1994.
Thesis advisor(s): Magdi Kamel, Martin J. McCaffrey. "September 1994." Bibliography: p. 144-145. Also available online.
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25

McClure, Kerry S. "The use of object-oriented tools in the development of a pilot's vision simulation program to aid in the conceptual design of aircraft." Thesis, This resource online, 1993. http://scholar.lib.vt.edu/theses/available/etd-07292009-090340/.

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26

Müller-Wilderink, Henrik. "Automation of Offline Programming for Assembly and Welding Processes in CATIA/DELMIA using VBA." Thesis, Linköpings universitet, Maskinkonstruktion, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-176611.

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Programming industrial robots for welding or part manipulation tasks is a time-consuming and complicated process, resulting in companies not able to implement robot systems and exploit their advantages. To reduce the time needed for programming, research is looking into ways to automate this process and reduce manual labour.In this thesis a concept for automating the programming process of industrial robots was investigated using EXCEL VBA and CATIA/DELMIA. It was done for an industrial grating model of varying sizes and configurations, resulting in a time reduction of 99% compared to manual creation. For this, the model was first automatically created from scratch for the required configuration and afterwards a robot motion was created fully automatically. The concept and modelling approach is described, and the automation approach detailed. Finally, the results are analysed and discussed.
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27

Angelo, Isabela Martins. "Recomendações para o desenvolvimento de ambientes de programação inclusivos para crianças cegas." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3142/tde-27082018-090956/.

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A inclusão de crianças com deficiência em escolas regulares, ocorrida seguindo a Lei 13.146 de 06 de julho de 2015, que institui a Lei Brasileira de Inclusão da Pessoa com Deficiência, exige que as atividades escolares sejam acessíveis a todas as crianças. Entre as atividades escolares, as atividades de programação têm se espalhado nas escolas devido aos benefícios gerados nas habilidades dos alunos, como criatividade e pensamento lógico. Atualmente, essas atividades utilizam principalmente ambientes de programação em blocos, como o Scratch, que focam em aspectos visuais para interação, contando com cores, formatos e utilização do mouse. Nesse contexto, e de grande importância o estudo de interfaces de programação para que crianças com deficiência visual possam ser incluídas e participem em conjunto com as outras crianças. Este projeto busca investigar este tema, bem como propor e avaliar um sistema para atividades de introdução à programação para crianças cegas e videntes. Foi proposto um sistema formado por peças tangíveis, em que os blocos digitais foram substituídos por peças físicas com formas para reconhecimento tátil e respostas auditivas. Foi adotado um modelo cíclico para o desenvolvimento do protótipo que garantiu duas etapas de testes com usuários. Na primeira etapa foram 4 participantes videntes, sendo que três participaram vendados, e a partir das observações foram gerados novos requisitos e modificações no protótipo. Na segunda etapa participaram 2 crianças cegas e os resultados destes testes geraram requisitos específicos para a utilização do sistema por crianças cegas. Este trabalho traz como contribuição final um conjunto de recomendações para o desenvolvimento de sistemas que permitam a crianças cegas e videntes brincarem juntas em atividades de programação.
The inclusion of children with disabilities in regular schools, following Law 13,146 of July 6, 2015, which establishes the Brazilian Law on the Inclusion of Persons with Disabilities, requires that school activities be accessible to all children. Among school activities, programming activities have spread in schools because of the benefits generated in students\' skills such as creativity and logical thinking. Currently, these activities mainly use blocks programming environments, such as Scratch, that focus on visual aspects for interaction, counting on colors, shapes and mouse usage. In this context, it is of great importance to study programming interfaces so that children with visual impairment can be included and participate together with other children. This project seeks to investigate this theme as well as to propose and evaluate a system for introductory programming activities for blind and sighted children. It was proposed a system formed by tangible pieces in which the digital blocks were replaced by physical pieces with forms for tactile recognition and auditory responses. It was adopted a cyclical model for the development of the prototype that guaranteed two stages of testing with users. In the first stage, four sighted participants, three were blindfolded among them, and and from the first observations were generated new requirements and modifications in the prototype. The second stage involved 2 blind children and the results of these tests generated specific requirements for the use of the system by blind children. This work brings as final contribution a set of recommendations for the development of systems that allow blind and sighted children to play together in programming activities.
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28

Stahr, Michael C. "DESIGN AND IMPLEMENTATION OF AN EMPLOYEE JOB SCHEDULING AND PROGRESSION TRACKING SYSTEM." Miami University / OhioLINK, 2002. http://rave.ohiolink.edu/etdc/view?acc_num=miami1038847285.

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29

Christoforidis, Constantin. "Optimizing your data structure for real-time 3D rendering in the web : A comparison between object-oriented programming and data-oriented design." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20048.

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Performance is something that is always of concern when developing real-time 3D graphics applications. The way programs are made today with object-oriented programming has certain flaws that are rooted in the methodology itself. By exploring different programming paradigms we can eliminate some of these issues and find what is best for programming in different areas. Because real-time 3D applications need high performance the data-oriented design paradigm that makes the data the center of the application is experimented with. By using data-oriented design we can eliminate certain issues with object-oriented programming and deliver improved applications when it comes to performance, flexibility, and architecture. In this study, an experiment creating the same type of program with the help of different programming paradigms is made to compare the performance of the two. Some additional up- and downsides of the paradigms are also mentioned

Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.

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30

Schmied, August, and Moa Strömberg. "Armering i pålfundament : Effektivare byggprojektering med grafisk programmering." Thesis, KTH, Byggteknik och design, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-259674.

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En stor del av projekteringsskedet är framtagandet av bygghandlingar, främst ritningar i 2D. En modernare metod är istället att samla all information om ett byggnadsprojekt i en samordnad 3D-modell, så kallad BIM-modell. Building Information Modeling (BIM) är en välkänd projekteringsmetod som bygger på att digitala 3D-modeller innehåller tillräcklig information för att beställas och produceras i fysisk form. Modellen består av parametrar som representerar olika egenskaper och när en parameter ändras uppdateras modellen automatiskt. Parametrarna kan nås och modifieras av insticksprogram, så kallade plug-ins som utökar den ursprungliga programvarans funktionalitet med hjälp av programkod. Grafisk programmering är en modern programmeringsmetod med ett visuellt gränssnitt som underlättar för oerfarna användare. Med hjälp av grafisk programmering kan parameterstyrning av 3D-modeller effektiviseras och värdefull tid sparas. Av denna anledning har Dynamo, ett plug-in utvecklat av företaget Autodesk för Revit, studerats för att ta fram ett så kallat skript som automatiserar 3D-modelleringsprocesser i Revit kopplat till placering av armering i pålfundament. Dessutom har möjligheter till standardisering undersökts, samt för- och nackdelar med metoden. I detta examensarbete redogörs för potentialen med Dynamo och de skript som skapats genom en empirisk studie. En enklare fallstudie utfördes för att kunna åskådliggöra graden av tidsbesparing gentemot motsvarande arbete manuellt i Revit. För att komplettera armeringsskripten togs beräkningsmallar fram som, enligt fackverksmetoden och Eurokod 2, försåg skripten med korrekt indata. Resultatet av projektet visar på att Dynamo och grafisk programmering kan effektivisera armeringsplacering i pålfundament. Graden av effektivisering beror på varje enskilt fall, men fallstudien visade på ca 85–90% sparad tid. En generell slutsats pekar mot att ju mer komplicerad utformning av armering desto mer tid finns att spara. Då grafisk programmering bygger på automatisering av arbetsprocesser av upprepande karaktär finns stor potential för att standardisera projektering med hjälp av dynamoskript. Företag kan då skapa rutiner som ökar kontinuitet och kvalitet i sina projekt. Automatiseringen leder även till färre mänskliga fel och utförandet blir effektivare. Uppdragsgivaren uppmanas att vidareutveckla metoden genom att implementera tydliga rutiner vad gäller 3D-modellering med grafisk programmering, samt undersöka möjligheten med automatiserad armering i andra bärande konstruktioner.
Most of the time spent on project planning is dedicated to the development of construction documents, mainly 2D-drawings. A more modern method is to gather all information about a building project in a coordinated 3D-model, so called BIM-model. Building information modelling (BIM) is a well-known design method based on a digital 3D model having enough information to enable procurement work and actual production. The model consists of parameters that represent different properties and when a parameter is changed, the model is updated automatically. These parameters can be accessed and modified through external programs, so called plug-ins that extend the original software’s functionality using program code. Visual programming is a modern programming method which utilizes a visual interface that favours users with little or no experience. Using visual programming, parameter control can be made more efficient and save valuable time. For this reason, Dynamo (a plugin developed by the company Autodesk for Revit), has been studied to create a so-called script that automates 3D modelling processes in Revit linked to placement of reinforcement in pile caps. In addition, possibilities for standardization have been investigated, as well as the advantages and disadvantages of the method. With this project, the potential of Dynamo and the scripts created through an empirical study is described, where a relatively simple case study is carried out in order to illustrate the amount of time saved through visual programming compared to corresponding work manually done in Revit. Furthermore, calculation templates were created, according to the strut and tie model and Eurocode 2, to provide the script in Dynamo with the correct inputs. The result shows that Dynamo and visual programming can make placement of reinforcement in pile caps more efficient. While the degree of efficiency is case dependent, the case study showed an overall 85-90% time saving. A general conclusion suggests that the more complicated rebar designs, the more time there is to be saved. Since visual programming is based on the automation of repetitive processes, there is great potential to standardize structural design with the help of Dynamo scripts. Companies can thus create routines that increase continuity and quality in their projects. The automation also leads to fewer human errors and a more efficient execution. The client is advised to further develop this method by implementing explicit routines regarding 3D modelling with visual programming and investigate the possibilities of automation of reinforcement design in other load-bearing structures.
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31

Belich, Jerald. "Designing Toolsets for Improving the Accessibility of Immersive Technology." Miami University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=miami1556720229902984.

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32

Ma, Richard. "Video-based tutorial on web design for the technophobic teacher." CSUSB ScholarWorks, 2001. https://scholarworks.lib.csusb.edu/etd-project/1975.

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The aims of this project hope to trace the factors affecting teachers' use of technology, with a concentration on Internet usage, and offer steps in helping teachers move toward integrating the Internet into their curriculum.
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33

Kayhan, Özge, and Zahra Mohamed. "Modellering och robusthetsanalys med parametrisk design : Effektivare visualisering av alternativa lastvägar vid bortfall av pelare." Thesis, KTH, Byggteknik och design, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-287202.

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Today, 3D modelling and structural analysis of buildings are performed in various software. Collaboration between various software is common today but breaks the flow in the construction design phase. To achieve an uninterrupted flow in the construction design phase, a constellation of modelling and structural analysis is needed in a single software. To enable a constellation, there are today many developed digital methods for this.Parametric design is a digital method that is mostly used to handle complex shapes. In recent years, the parametric design has evolved even more and the algorithmic thinking in parametric design provides opportunities for performing structural analyses. The development includes various plug-in programs that have structural analysis capabilities. However, this degree project emphasizes that this can be achieved without a plug-in program that has structural analysis capabilities. With only one visualization program and a plug-in that handles visual programming, the ability to produce what is to be visualized with a script arises.The structural analysis in this thesis includes robustness analysis that is important in the context of progressive collapse, and only the alternative load path method is considered. Progressive collapse is an important analysis for buildings that arise due to known or unknown accident loads. To increase the redundancy of the bearing structure, the alternative load path method can be used, which is a branch under unknown accident loads.Robustness analysis is a time-consuming process and automation can make this more efficient. With parameter-driven modelling and robustness analysis, the constructor can indicate at an early stage possible structure failure before the building is completed. Early action also leads to a reduction in waste of material resources.The alternative load path method provides the possibility to analyze whether the building receives alternate load path in the event of loss of load-bearing elements. This research report analyses column loss. Automated visualization of alternate load path enables to be able to analyze the load redistribution after the loss of column.Today some buildings are at risk against the progressive collapse, people's lives and health are therefore at risk when all or part of the building collapses. That is why efficiency is needed. The research report showed that the script automated the modelling and robustness analysis of buildings. Two different loss scenarios were analyzed and the authors found different updated loading areas and load redistribution.
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34

Cheung, Ching Chi. "Semi-automated process planning and cost estimation of turned components based on CATIA V5 Machining." Thesis, Jönköping University, JTH, Mechanical Engineering, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-1304.

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To be more competitive in the market, many companies are trying to speed up the quotation process and quote more attractive prices. Therefore, they have identified a need for support in the quotation process in order to reduce the quotation lead-time and ensure a higher level of accuracy in the cost estimations. The Quotation Calculator, an application program, has been developed as part of the degree thesis which was carried out at AB Norrahammars Mekaniska Verkstad, NMW 2006/07. This Quotation Calculator can be operated to calculate the material and manufacturing costs of a new product.

NMW has recently acquired licenses for CATIA V5, Dassault Systems, for the purpose of making process planning and NC-programming more efficient. NMW wants to generate the data needed from the machining module for the cost calculations. Hence this project was initiated in order to extract data from CATIA V5 for further use in Quotation Calculator or other computer system in NMW.

This work has resulted in a system developed with a common hosted programming language to extract and transfer information. The system retrieves model geometry from CAD and information on process planning from CAM, then matches the information in the application for the purpose of cost estimation. The system once developed, is supposed to be used for every new product. For this approach, the relationship of the data from CATIA V5 and the Quotation Calculator has been analyzed.

Within this thesis, the focus is on production cost estimation. The method used here is programming in Visual Basic Editor to extract information from the machining module in CATIA V5 and then import them to Microsoft Excel. With standard operations, tables of data and several inputs, the cost calculation and hence the quotation process can be automatically implemented. This work has been generated with the Quotation Calculator. With the correct input data to process planning and this new quotation system, the machining time and the costs can be estimated more accurately and easier. The time and cost information is made available for decision making. As a result, the lead time for the quotation process will be shortened and a relatively more attractive price can be quoted to the customers.

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35

Thuresson, Sofia. "Parametric optimization of reinforced concrete slabs subjected to punching shear." Thesis, KTH, Betongbyggnad, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279466.

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The construction industry is currently developing and evolving towards more automated and optimized processes in the project design phase. One reason for this development is that computational power is becoming a more precise and accessible tool and its applications are multiplying daily. Complex structural engineering problems are typically time-consuming with large scale calculations, resulting in a limited number of evaluated solutions. Quality solutions are based on engineering experience, assumptions and previous knowledge of the subject.The use of parametric design within a structural design problem is a way of coping with complex solutions. Its methodology strips down each problem to basic solvable parameters, allowing the structure to be controlled and recombined to achieve an optimal solution.This thesis introduces the concept of parametric design and optimization in structural engineering practice, explaining how the software application works and presenting a case study carried out to evaluate the result. In this thesis a parametric model was built using the Dynamo software to handle a design process involving a common structural engineering problem. The structural problem investigated is a reinforced concrete slab supported by a centre column that is exposed to punching shear failure. The results provided are used for comparisons and as indicators of whether a more effective and better design has been achieved. Such indicators included less materials and therefore less financial cost and/or fewer environmental impacts, while maintaining the structural strength. A parametric model allows the user to easily modify and adapt any type of structure modification, making it the perfect tool to apply to an optimization process.The purpose of this thesis was to find a more effective way to solve a complex problem and to increase the number of solutions and evaluations of the problem compared to a more conventional method. The focus was to develop a parametric model of a reinforced concrete slab subjected to punching shear, which would be able to implement optimization in terms of time spent on the project and therefore also the cost of the structure and environmental impact.The result of this case study suggests a great potential for cost savings. The created parametric model proved in its current state to be a useful and helpful tool for the designer of reinforced concrete slab subjected to punching shear. The result showed several solutions that meet both the economical and the punching shear failure goals and which were optimized using the parametrical model. Many solutions were provided and evaluated beyond what could have been done in a project using a conventional method. For a structure of this type, a parametric strategy will help the engineer to achieve more optimal solutions.
Just nu utvecklas Byggbranschen mot mer automatiserade och optimerade processer i projektdesignfasen. Denna utveckling beror till stor del på teknikutveckling i form av bättre datorprogram och tillgänglighet för dessa. Traditionellt sett löses komplexa konstruktionsproblem med hjälp av tidskrävande och storskaliga beräkningar, vilka sedan resulterar i ett begränsat antal utvärderade lösningar. Kvalitets lösningar bygger då på teknisk erfarenhet, antaganden och tidigare kunskaper inom ämnet.Användning av parametrisk design inom ett konstruktionsproblem är ett sätt att hantera komplexa lösningar. Dess metod avgränsar varje problem ner till ett antal lösbara parametrar, vilket gör att strukturen kan kontrolleras och rekombineras för att uppnå en optimal lösning.Denna avhandling introducerar begreppet parametrisk design och optimering i konstruktionsteknik, den förklarar hur programvaran fungerar och presenterar en fallstudie som genomförts för att utvärdera resultatet. I denna avhandling byggdes en parametrisk modell med hjälp av programvaran Dynamo för att hantera en designprocess av ett vanligt konstruktionsproblem. Det strukturella problemet som undersökts är en armerad betongplatta som stöds av en mittpelare, utsatt för genomstansning. Resultaten används för att utvärdera om en bättre design med avseende på materialanvändning har uppnåtts. Minimering av materialanvändning anses vara en bra parameter att undersöka eftersom det ger lägre kostnader och/eller lägre miljöpåverkan, detta undersöks under förutsättning att konstruktionens hållfasthet bibehålls. En parametrisk modell gör det möjligt för användaren att enkelt modifiera en konstruktionslösning med avseende på olika parametrar. Detta gör det till det perfekta verktyget att tillämpa en optimeringsprocess på.Syftet med denna avhandling var att hitta ett mer effektivt sätt att lösa ett komplext problem och att multiplicera antalet lösningar och utvärderingar av problemet jämfört med en mer konventionell metod. Fokus var att utveckla en parametrisk modell av en armerad betongplatta utsatt för genomstansning, som kommer att kunna genomföra optimering med avseende på tid som spenderas på projektet och därmed också kostnaden för konstruktionen och miljöpåverkan.Resultatet av denna fallstudie tyder på att det finns en stor möjlighet till kostnadsbesparingar och anses därför vara ett mycket hjälpsamt verktyg för en konstruktör. Resultatet visade flera lösningar som uppfyllde de konstruktionsmässiga kraven samtidigt som de gav en lägre materialanvändning tack vare optimeringen. Många lösningar tillhandahölls och utvärderades utöver vad som kunde ha gjorts i ett projekt med en konventionell metod. En parametrisk strategi kommer att hjälpa ingenjören att optimera lösningen för en konstruktion av denna typ.
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36

Truhlář, Jan. "Softwarový nástroj pro vizuální specifikaci řízení průběhu laboratorních experimentů." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2020. http://www.nusl.cz/ntk/nusl-433536.

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Aim of this work is to design and create a software tool, which will allow visual specification of laboratory experiments flow on device called GOLEM. This device was created by research group from Department of Chemical Drugs, University of Veterinary and Pharmaceutical Sciences Brno. This software was based on modern web technologies, tools for their design and implementation. The software created in this work offers ergonomic and the highly modular user interface which can be easily extended in case of upgrade. Main benefit of this work is providing research group with a new software tool which will help them perform experiments more effectively.
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37

Abed, Mohamad Samir, and Azita Hosseinzade. "Parameterstyrd projektering av broar : Koppling mellan Rhinoceros-Grasshopper och Tekla Structures." Thesis, KTH, Byggteknik och design, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-215192.

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Анотація:
I byggbranschen har nya metoder för projektering utvecklats genom införandet av moderna och mer kraftfulla BIM-verktyg. Flera av dagens konstruktioner modelleras enligt tredimensionella principer.Tekla Structures är ett kraftfullt BIM-verktyg som klarar av att hantera både huskonstruktioner och anläggningskonstruktioner. Trots detta kan programmet inte hantera broar med dubbelkrökning på ett effektivt sätt. Projektörer behöver därför utgå från flera program för att kunna hantera komplexa brokonstruktioner.För att kunna utnyttja fördelar med Tekla Structures, behöver programmet att utvecklas eller kompletteras med andra tredjepartsprogram. Detta projekt syftar till att integrera nya arbetssätt och införa en metodik, i form av parametriserade modellering i Tekla Structures. En sådan form av modellering tillåter användaren att modifiera parametrar för en önskad modell.Ett skript är skapad genom ett visuellt programmeringstillägg, som genererar parametriskbaserade bromodeller. Brokonstruktionstyp som modellerades i detta projekt är en plattrambro.Resultatet av projektet pekar mot att parametriserad modellering är ett effektivt sätt att modellera och en lösning för att bland annat hantera broar med dubbelkrökningar.
New methods for project designing in the building construction industry have been developed by introducing modern and powerful BIM tools. Several of today’s constructions are designed according to three-dimensional principles.Tekla Structures is a powerful BIM tool that is capable of managing both house and infrastructure constructions. Despite this, the program cannot handle bridges with a horizontal and vertical curvature efficiently. The designers must instead rely on several other applications to manage complex bridge constructions.In order to use the advantages of Tekla Structures, the software needs to be evolved or complimented by other third party softwares. This project aims to integrate new working technics and introduce a method based on parametric design in Tekla Structures. Such form of modeling enables the modification of parameters to a desired model for the user.A script is created through a visual programming extension that generates a parametric based bridge models. The bridge type in this project was designed, is an integral bridge.The project has proved that parametric based design is more effectively and a solution to manage bridges with horizontal and vertical curvature.
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38

Mojadadi, Abdul Rahman. "The influence of interfaces on the understanding of Mathematics in secondary schools in Afghanistan." Thesis, University of the Western Cape, 2010. http://etd.uwc.ac.za/index.php?module=etd&action=viewtitle&id=gen8Srv25Nme4_9996_1306737536.

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he focus of this research is to establish whether there is a difference in the way the genders perceive the visualization of mathematics, with specific reference to set theory. The influence of the computing experience of students on their perceptions was also investigated. Interfaces were created for the teaching of set theory for learners in the first class of secondary school. Since the mother tongue of most the pupils is Dari the interface was made available in both Dari and English. The interfaces were used to gather the data for the researc

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39

Fintling, Nils, and Johan Ling. "Automatiserad projektering av gång- och cykelbro- med parameterstyrd dimensionering via Grasshopper." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-69984.

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Анотація:
En projekteringsprocess av en konstruktion kan ofta delas in i två delar, dimensionering ochprojektering. Dimensioneringen utförs enligt för konstruktionen gällande normkrav ochprojekteringen följer sina egna normer samt den dimensionering som är utförd.Även om 2D-projektering fortfarande är vanligt förekommande i projekteringen har BIMmodelleringblivit allt vanligare och värdet av att lagra information i en modell ses alltmersom en nytta i ett projekt.BIM-modelleringen bygger på parameterstyrning av objekt och egentligen finns inga gränserför vilka parametrar som ska ingå i ett objekt.En av de senaste utvecklingarna i projekteringsprocessen är den visuella programmeringensom ger användare möjlighet att styra parametrar till en BIM-modell med hjälp av ett visuelltskript kopplat till BIM-modelleringsverktyget.Det här arbetet syftar på att visa hur ett skript kan driva modelleringen med hjälp avprojektspecifika indata genom att dimensionering av objekt integreras i programmeringen.Med hjälp av programmeringen kan även dimensioneringen redovisas i en annanprogramvara.Resultatet visar att det är fullt möjligt att skapa en modell med hjälp av objektspecifika indataoch att parametrar kan styras med integrerad dimensionering i ett skript skapat med visuellprogrammering.
A design process of a construction can often be divided into two parts, structural design anddrawing. The structural design is made with current standard requirements for theconstruction while the drawing has its own standard requirements along with the results fromthe dimensioning to follow.Even if 2D- drawing still is common in design of a project, BIM-modelling has become morefrequently used and the value of storing information in a model is see more and more as abenefit in a project.The BIM-modelling is based on parametric design of objects and there are actually no limitsto which parameters that should be a part of an object.One of the most recent developments in the design process is the visual programming whichgives users the opportunity to guide parameters in a BIM-model through a visual scriptconnected to the BIM-modelling tool.This work is aiming to show how a script can push the modelling by using project specificinput and perform structural design of load bearing members integrated in the script. With theuse of the script, results can also be verified in another software.Result is showing that it is possible to create a structurally designed model by using only afew object specific inputs and that parameters can be controlled in a script made with visualprogramming.
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40

Håkansson, Anne. "Graphic Representation and Visualisation as Modelling Support for the Knowledge Acquisition Process." Doctoral thesis, Uppsala University, Computer Science, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-3812.

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The thesis describes steps taken towards using graphic representation and visual modelling support for the knowledge acquisition process in knowledge-based systems – a process commonly regarded as difficult. The performance of the systems depends on the quality of the embedded knowledge, which makes the knowledge acquisition phase particularly significant. During the acquisition phase, a main obstacle to proper extraction of information is the absence of effective modelling techniques.

The contributions of the thesis are: introducing a methodology for user-centred knowledge modelling, enhancing transparency to support the modelling of content and of the reasoning strategy, incorporating conceptualisation to simplify the grasp of the contents and to support assimilation of the domain knowledge, and supplying a visual compositional logic programming language for adding and modifying functionality.

The user-centred knowledge acquisition model, proposed in this thesis, applies a combination of different approaches to knowledge modelling. The aim is to bridge the gap between the users (i.e., knowledge engineers, domain experts and end users) and the system in transferring knowledge, by supporting the users through graphics and visualisation. Visualisation supports the users by providing several different views of the contents of the system.

The Unified Modelling Language (UML) is employed as a modelling language. A benefit of utilising UML is that the knowledge base can be modified, and the reasoning strategy and the functionality can be changed directly in the model. To make the knowledge base more comprehensible and expressive, we incorporated visual conceptualisation into UML’s diagrams to describe the contents. Visual conceptualisation of the knowledge can also facilitate assimilation in a hypermedia system through visual libraries.

Visualisation of functionality is applied to a programming paradigm, namely relational programming, often employed in artificial intelligence systems. This approach employs Venn-Euler diagrams as a graphic interface to a compositional operator based relational programming language.

The concrete result of the research is the development of a graphic representation and visual modelling approach to support the knowledge acquisition process. This approach has been evaluated for two different knowledge bases, one built for hydropower development and river regulation and the other for diagnosing childhood diseases.

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41

Bozhinovski, Konstantin. "Generative design of a nature-inspired geometry manipulated by an algorithm in a BIM-environment, applied in a façade system for a residential building in Bologna, Italy." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2020. http://amslaurea.unibo.it/21501/.

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In terms of technology, BIM is also part of the worldwide change Industry 4.0, which in essence is the trend toward automation and data exchange in manufacturing technologies and processes. Generative design is an iterative process that involves a program that will generate a certain number of outputs that meet certain constraints, so that a designer is able to fine tune the feasible project by changing minimal and maximal values of an interval in which a variable of the program meets the set of constraints, in order to reduce or augment the number of outputs to choose from. The initial idea of this thesis work was to manipulate few of the most basic geometric elements in order to get a complex parametric shape inspired from the honeycomb as the natures perfectly generated the element. This preliminary idea, together with the ambition to use this transformation for a façade system in a structural building led us to a series of decisions to try and connect two “worlds”, in the sense that we have a CAD environment that lets us create the geometry and a BIM environment where everything is represented by a specific level of information. This geometry is given a specific set of rules that drive and manipulate each of the elements it contains in a certain fashion. This methodology, as well as the communication and the interaction between the software adopted and their programming environments, is what makes the generative design possible. This result from the Grasshopper algorithm is then being created in the CAD environment in Rhinoceros3D, which then can be opened through Rhino.Inside.Revit and give us a direct real-time preview in the BIM environment in Revit. Through a long series of testing and experimenting with the geometry, we get to a point where we have a functional algorithm that creates and manipulates the geometry, in order to foster many design opportunities for structural and architectural designers.
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42

Zetterström, Andreas. "Visual Compositional-Relational Programming." Thesis, Uppsala University, Computer Systems Sciences, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-126895.

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In an ever faster changing environment, software developers not only need agile methods, but also agile programming paradigms and tools. A paradigm shift towards declarative programming has begun; a clear indication of this is Microsoft's substantial investment in functional programming. Moreover, several attempts have been made to enable visual programming. We believe that software development is ready for a new paradigm which goes beyond any existing declarative paradigm: visual compositional-relational programming. Compositional-relational programming (CRP) is a purely declarative paradigm -- making it suitable for a visual representation. All procedural aspects -- including the increasingly important issue of parallelization -- are removed from the programmer's consideration and handled in the underlying implementation. The foundation for CRP is a theory of higher-order combinatory logic programming developed by Hamfelt and Nilsson in the 1990's. This thesis proposes a model for visualizing compositional-relational programming. We show that the diagrams are isomorphic with the programs represented in textual form. Furthermore, we show that the model can be used to automatically generate code from diagrams, thus paving the way for a visual integrated development environment for CRP, where programming is performed by combining visual objects in a drag-and-drop fashion. At present, we implement CRP using Prolog. However, in future we foresee an implementation directly on one of the major object-oriented frameworks, e.g. the .NET platform, with the aim to finally launch relational programming into large-scale systems development.

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43

Roberts, Mike. "Visual programming for transputer systems." Thesis, City University London, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.278422.

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44

Rašovský, Martin. "Language for High-Level Description of User Interface Requirements." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2018. http://www.nusl.cz/ntk/nusl-386022.

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Анотація:
Diplomová práce se zabývá problematikou návrhu vysokoúrovňového jazyka pro popis grafického uživatelského rozhraní. Teoretická část rozebírá současné technologie uživatelských rozhraní zejména pro stanovení požadavků na nový jazyk. Z těchto poznatků násladně jsou shrnuty zásadní požadavky, které se nutně musí zakomponovat při návrhu samotného jazyka. Jsou zde zmíněny i požadavky z pohledu osob se specifickými vzdělávacími potřebami dle tzv. návrhových principů \textit{počítačové terapie}. Následně práce dle analyzovaných požadavků navrhuje jazyk pro vysokoúrovňový popis uživatelského rozraní. Součástí návrhu jazyka je také popis algoritmu pro kompozici jednotlivých komponent definovaných v jazyce do výsledného uživatelského prostředí. Navržený jazyk je implementován v programovacím jazyce C\#. Implementace je demonstrována na reprezentativních příkladech. Nakonec se práce věnuje dalším možným rozšířením jazyka.
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45

Pietsch, Susan Mary. "The effective use of three dimensional visualisation modelling in the routine development control of urban environments : a thesis submitted to Adelaide University in candidacy for the degree of Doctor of Philosophy." Title page, contents and abstract only, 2001. http://web4.library.adelaide.edu.au/theses/09PH/09php626.pdf.

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"June 2001." Includes bibliographical references (leaves 346-352) Investigates technical and cultural issues in using three dimensional computer visualisation modelling in a busy Australian city planning office, the local Council of the City of Adelaide, taking two directions: a modelling approach that emphasizes abstract, quick to create 3D models; and, by examining the social and organizational issues. This dual view paints a broader picture of the potential of 3D modelling within planning practice including the impediments and possible solutions to them.
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46

Carpenter, Steven M. "Visual meta-programming language graphical user interface for generative programming." Monterey, Calif. : Springfield, Va. : Naval Postgraduate School ; Available from National Technical Information Service, 2002. http://library.nps.navy.mil/uhtbin/hyperion-image/02sep%5FCarpenter.pdf.

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Анотація:
Thesis (M.S. in Computer Science)--Naval Postgraduate School, September 2002.
Thesis advisor(s): Mikhail Auguston, Richard Riehle. Includes bibliographical references (p. 89). Also available online.
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47

Bühler, Frank Stefan. "Combining visual modelling with visual programming for CORBA component development." Thesis, De Montfort University, 2002. http://hdl.handle.net/2086/4068.

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48

Diep, Vivian Chan. "Me.TV : a visual programming language and interface for dynamic media programming." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/101844.

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Анотація:
Thesis: S.M., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2015.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 59-60).
The culture of televised media experiences has changed very little since the time it began in the 1930s, but new internet technologies, like Netflix, Hulu, and Youtube, are now quickly forcing major change. Although these new internet technologies have given the viewer more control than the historical dial, they have also left behind some of the greatest contributions of traditional television. These contributions include not just the well-favored simplicity of use, but also the sense of social experience and connectedness, the ease and continuity of scheduled programming, and the understanding that television is now, current, and pulsing. This thesis presents Me.TV, a web platform that combines the benefits of traditional television and on-demand viewing for a new experience that allows us to let go, watch the same channels as our friends, flip our preferences around, get constant, current content, and still have control over the type and timing of content. To make this experience possible, we present a visual programming language at the center of the Me.TV platform that enables users to create complex rules with simple interactions. The visual language constructs allow users to create static preferences, such as genre constraints, and plan for non-static ones, such as a current mood, in as many channels as they want. To support the Me.TV programming language, the platform comprises of an editor, translation engine, application programming interface, video player and navigation dashboard, which we prototype in this thesis as a javascript web application. Work reported herein was funded by the Media Lab Consortium and the Ultimate Media Program.
by Vivian Chan Diep.
S.M.
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49

Kirschner, Michael J. (Michael Joseph). "Visual programming in three dimensions : visual representations of computational mental models." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/99246.

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Анотація:
Thesis: S.M., Massachusetts Institute of Technology, Department of Architecture, 2015.
This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.
Cataloged from student-submitted PDF version of thesis.
Includes bibliographical references (pages 93-97).
Code is a tool to express logic, method, and function. It has form and is intended to be read by humans. One of the goals of this work is to improve the readability and expression of complex interactions in code. The current visual programming environments that see the most use inside, and outside of Architecture present computation in specific terms. I believe these limits hinder the computational designer or novice programmer from learning other mental models of computation, which will come up as they explore further. This thesis proposes that by relating code to landscape or a building in space, code will both create and inhabit space. To enhance the designer's memory of their program the visual opportunities that visual programming afford will be used to relate uniquely visualized moments in the visual program at a loci in the programming environment. A 3-D visual programming language that can represent code in space, will be able to express the complex abstractions that define computational thinking more intuitively than existing tools, by making them memorable in space.
by Michael J. Kirschner.
S.M.
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50

Wilhelmsson, Patrik. "Visual Programming with the Unreal Development Kit." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-94243.

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This thesis discusses the differences of programming with the Unreal Engine 3’s visual scripting tool Kismet versus traditional programming. A simple action adventure game was developed with the Unreal Development Kit (UDK) in order to gain experience with the tool. UDK is the free version of Epic Games’ game engine Unreal Engine 3. The resulting game has a mixture of a third person behind the character default camera and fixed camera angles. The gameplay is simple; the playable character can run, investigate the level, shoot and lift and push objects. The game focused on exploration and puzzle solving. The writer found programming with Kismet to be easy to get into and highly useful. It was preferred over traditional programming for beginners. The same principles of planning ahead before writing code applied even to visual programming. It was concluded that good structure to the code was very important for larger sequences in order to have readable code. For complex gameplay classes the Unreal Engine 3’s own programming language UnrealScript was preferred. The resulting opinions of programming with a visual language are of highly subjective nature and suggestions for further studies were given.
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