976 resultados para final degree project


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Aquest Treball de Final de Grau d’Educació Social pretén aprofundir i reflexionar al voltant dels conceptes de desenvolupament comunitari, participació i voluntariat social, sobretot en la seva dimensió pràctica. Partint d’aquest marc teòric, s’ha portat a terme una anàlisi de la realitat social i una diagnosi de necessitats socials del Voltreganès, és a dir, de la comunitat que formen els municipis de les Masies de Voltregà i Sant Hipòlit de Voltregà. A partir dels resultats, i la interpretació de les dades extretes de les entrevistes, realitzades a diferents professionals vinculats amb l’àmbit social i d’atenció a les persones, s’ha justificat la necessitat i interès d’un projecte de voluntariat, per poder donar resposta a les necessitats emergents de la població. En la part final del treball presento l’àmbit i les línies principals d’aquest projecte.

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La influència de les arts en el desenvolupament cognitiu, és el tema d’aquest Treball de Final de Grau. La recerca ha consistit en descobrir i conèixer quines són les capacitats que es desperten en la nostra ment al relacionar-nos amb les arts plàstiques. Diversos psicòlegs experts en el desenvolupament cognitiu i professionals de les arts, són els que han permès aprofundir en la identificació d’algunes de les capacitats que la cognició desenvolupa amb l’ajuda de l’art. La realització d’una intervenció educativa amb infants d’escola bressol i la mirada profunda d’un projecte educatiu d’una escola, han deixat observar la realitat del què passa quan es realitzen propostes artístiques, quines són les parts de la ment que es desperten durant el procés. Per saber si les arts són avantatjoses o no en la nostra evolució, s’ha elaborat una comparació minuciosa entre els arguments i explicacions dels autors consultats, la pròpia vivència al centre de pràctiques i el projecte educatiu d’una escola.

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Aquest treball de final de grau, té com objectiu realitzar un estat de la qüestió sobre tots els estudis i treballs realitzats, al voltant de la figura de l’artista María Gutiérrez Blanchard. D’una banda, s’ha buscat tota la bibliografia existent sobre ella, fent un recompte del total de les obres i comentant els anys de publicació. A més, s’ha analitzat totes les que s’han pogut consultar; presentant les aportacions, coincidències i dissidències que hi ha entre elles. Per una altra banda, i a partir de les informacions llegides en la bibliografia sobre l’artista, s’ha buscat la presència que té aquesta en les publicacions sobre els moviments, escoles o artistes ,amb els que va tenir algun vincle o relació (Escola de París, cubisme, Juan Gris i art i gènere), en els diccionaris i enciclopèdies d’història de l’art i en diferents documents electrònics.. Aquesta comparació de diferents treballs, m’ha donat l’oportunitat de veure les aportacions o punts positius de tots ells, per tal de conèixer a María Gutiérrez Blanchard i la seva obra; però també, m’ha permès ser conscient de les mancances o punts negatius, i així adonar-me que encara queda molta feina per a fer, per tal de conèixer a fons la seva figura. Cal destacar, el punt de vista masclista des del que s’ha analitzat l’obra d’aquesta artista, establint un forta connexió entre la seva obra i la vida personal (malformació física). .Aquest punt de vista ha estat fortament criticat, principalment durant els darrers anys, des de la bibliografia d’art i gènere, especialment per Xon de Ros, que aporta reflexions molt interessants.

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À travers d'un regard de la culture visuelle, ce mémoire de maîtrise explorera le débat entourant la mémoire du conflit armé au Pérou (1980-2000), suite à la présentation de l’Informe Final (2003) par la Commission de la vérité et de la réconciliation. Tout d’abord, nous tracerons un portrait des débats qui ont eu lieu dans la sphère politique pour ensuite nous concentrer sur la polémique entourant le Musée de la mémoire et le monument Ojo que llora. Par la suite, nous explorerons la représentation visuelle du conflit à travers l’exposition de photos Yuyanapaq (2004), les films La boca del lobo (1988), La vida es una sola (1993) et Sangre Inocente (2000), en établissant un dialogue avec les études sur la mémoire et la critique académique. Après avoir dressé le tableau des imaginaires visuels du conflit, nous nous attarderons sur l’étape postconflit (2000 à aujourd’hui) pour aborder le débat entourant la postmémoire dans les films Madeinusa (2005) et La teta asustada (2009). Nous croyons que les positions entourant ce débat et la représentation du conflit dans la culture visuelle suggèrent que les mémoires sont toujours en opposition encore aujourd'hui au Pérou. Certaines réaffirment un discours hégémonique, comme l’Informe de Uchuraccay (1983), alors que d’autres s’opposent aux visions totalitaires de la mémoire; pensons notamment à l’émergence d’un nouveau cinéma de région qui implique les populations touchées par la violence dans la production et la projection de ses propres visions du conflit.

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This presentation has been modified by a B.Sc final year project student to promote chemistry as a degree and a career option for youngsters. The original presentation was produced by the Biological and Medicinal Chemistry Sector or the Royal Society of Chemistry. The project student has polished the slides to make them more appealing to today's A-level students. She has also evaluated the impact of her work. A summary of her report will be added in due course.

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To get an optimal print result with rotogravure on improved newsprint, MF-paper, knowledge aboutwhat adjustment that should be done through the whole production is needed. This degree project investigatesthe reproduction’s effect on the final print result.A test print is done at Quebecor World Nordic Interprint´s regular print unit. The evaluation of theprint shows how important the use of a unit adjusted ICC-profile is for the print quality. A comparisonbetween the two separation methods GCR and UCR shows that Interprint´s present ICC-profile, usingUCR as separation method, gives less missing dots. When the cylinder that prints the black ink isengraving whit a slower speed than normal the result shows that the colour becomes a little darker, thedetails becomes clear but the difference is very small.

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Todays travel trends go towards independence and self planning. If you need advice or help when performing your trip, there are several different series of guidebooks on the market and one of these series comes from the travel magazine Vagabond. This degree project concerns the redesigning of the travelguides of Vagabond, or to be precise: their cityguide over Istanbul. The purpose of the new design is to assure the resemblance between the guidebook and the magazine, as wanted by the Art Director of Vagabond Angelica Zander.Prior to the redesigning process preliminary studies that make up the fundamental ideas were made. Three other big titles of guidebooks on the market were analyzed, and in addition a great deal of focus – considering the final purpose – was put on the concept of magazine design. Some color psychology has also been studied to make out what a difference color makes in printed media and what power color can contribute with, when delivering the message. Finally redesign as a concept has been investigated to clarify why the way of expression should be renewed from time to time.The result is presented as spread examples from the cityguide over Istanbul. The new design is applied on the existing content and the result is supposed to appear as a miniature magazine.

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After the extraordinary spread of the World Wide Web during the last fifteen years, engineers and developers are pushing now the Internet to its next border. A new conception in computer science and networks communication has been burgeoning during roughly the last decade: a world where most of the computers of the future will be extremely downsized, to the point that they will look like dust at its most advanced prototypes. In this vision, every single element of our “real” world has an intelligent tag that carries all their relevant data, effectively mapping the “real” world into a “virtual” one, where all the electronically augmented objects are present, can interact among them and influence with their behaviour that of the other objects, or even the behaviour of a final human user. This is the vision of the Internet of the Future, which also draws ideas of several novel tendencies in computer science and networking, as pervasive computing and the Internet of Things. As it has happened before, materializing a new paradigm that changes the way entities interrelate in this new environment has proved to be a goal full of challenges in the way. Right now the situation is exciting, with a plethora of new developments, proposals and models sprouting every time, often in an uncoordinated, decentralised manner away from any standardization, resembling somehow the status quo of the first developments of advanced computer networking, back in the 60s and the 70s. Usually, a system designed after the Internet of the Future will consist of one or several final user devices attached to these final users, a network –often a Wireless Sensor Network- charged with the task of collecting data for the final user devices, and sometimes a base station sending the data for its further processing to less hardware-constrained computers. When implementing a system designed with the Internet of the Future as a pattern, issues, and more specifically, limitations, that must be faced are numerous: lack of standards for platforms and protocols, processing bottlenecks, low battery lifetime, etc. One of the main objectives of this project is presenting a functional model of how a system based on the paradigms linked to the Internet of the Future works, overcoming some of the difficulties that can be expected and showing a model for a middleware architecture specifically designed for a pervasive, ubiquitous system. This Final Degree Dissertation is divided into several parts. Beginning with an Introduction to the main topics and concepts of this new model, a State of the Art is offered so as to provide a technological background. After that, an example of a semantic and service-oriented middleware is shown; later, a system built by means of this semantic and service-oriented middleware, and other components, is developed, justifying its placement in a particular scenario, describing it and analysing the data obtained from it. Finally, the conclusions inferred from this system and future works that would be good to be tackled are mentioned as well. RESUMEN Tras el extraordinario desarrollo de la Web durante los últimos quince años, ingenieros y desarrolladores empujan Internet hacia su siguiente frontera. Una nueva concepción en la computación y la comunicación a través de las redes ha estado floreciendo durante la última década; un mundo donde la mayoría de los ordenadores del futuro serán extremadamente reducidas de tamaño, hasta el punto que parecerán polvo en sus más avanzado prototipos. En esta visión, cada uno de los elementos de nuestro mundo “real” tiene una etiqueta inteligente que porta sus datos relevantes, mapeando de manera efectiva el mundo “real” en uno “virtual”, donde todos los objetos electrónicamente aumentados están presentes, pueden interactuar entre ellos e influenciar con su comportamiento el de los otros, o incluso el comportamiento del usuario final humano. Ésta es la visión del Internet del Futuro, que también toma ideas de varias tendencias nuevas en las ciencias de la computación y las redes de ordenadores, como la computación omnipresente y el Internet de las Cosas. Como ha sucedido antes, materializar un nuevo paradigma que cambia la manera en que las entidades se interrelacionan en este nuevo entorno ha demostrado ser una meta llena de retos en el camino. Ahora mismo la situación es emocionante, con una plétora de nuevos desarrollos, propuestas y modelos brotando todo el rato, a menudo de una manera descoordinada y descentralizada lejos de cualquier estandarización, recordando de alguna manera el estado de cosas de los primeros desarrollos de redes de ordenadores avanzadas, allá por los años 60 y 70. Normalmente, un sistema diseñado con el Internet del futuro como modelo consistirá en uno o varios dispositivos para usuario final sujetos a estos usuarios finales, una red –a menudo, una red de sensores inalámbricos- encargada de recolectar datos para los dispositivos de usuario final, y a veces una estación base enviando los datos para su consiguiente procesado en ordenadores menos limitados en hardware. Al implementar un sistema diseñado con el Internet del futuro como patrón, los problemas, y más específicamente, las limitaciones que deben enfrentarse son numerosas: falta de estándares para plataformas y protocolos, cuellos de botella en el procesado, bajo tiempo de vida de las baterías, etc. Uno de los principales objetivos de este Proyecto Fin de Carrera es presentar un modelo funcional de cómo trabaja un sistema basado en los paradigmas relacionados al Internet del futuro, superando algunas de las dificultades que pueden esperarse y mostrando un modelo de una arquitectura middleware específicamente diseñado para un sistema omnipresente y ubicuo. Este Proyecto Fin de Carrera está dividido en varias partes. Empezando por una introducción a los principales temas y conceptos de este modelo, un estado del arte es ofrecido para proveer un trasfondo tecnológico. Después de eso, se muestra un ejemplo de middleware semántico orientado a servicios; después, se desarrolla un sistema construido por medio de este middleware semántico orientado a servicios, justificando su localización en un escenario particular, describiéndolo y analizando los datos obtenidos de él. Finalmente, las conclusiones extraídas de este sistema y las futuras tareas que sería bueno tratar también son mencionadas.

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In this paper we report the process of designing and building the EYEFLY 1, a real UAS platform which has just performed its maiden flight. For the development of this aircraft, 30 groups of students from successive years at the Escuela Universitaria de Ingeniería Técnica Aeronáutica (EUITA) of the Universidad Politécnica de Madrid (UPM) carried out their compulsory End of Degree Project as a coordinated Project Based learning activity. Our conclusions clearly indicate that Project Based Learning activities can provide a valid complement to more conventional, theoretically-based, teaching methods. The combination of both approaches will allow us to maintain traditional but well-tested methods for providing our students with a sound knowledge of fundamental engineering disciplines and, at the same time, to introduce our students to exciting and relevant engineering situations and sceneries where social and business skills, such as communication skills, team-working or decision-taking, can be put into practice.

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El aumento de las capacidades de interconexión de dispositivos de todo tipo está suponiendo una revolución en el campo de la prestación de servicios, tanto en la cantidad como en la variedad. Esta evolución ha puesto de manifiesto la necesidad de abordar un desarrollo tecnológico sin precedentes, donde la previsión de dispositivos interconectados e interoperando entre sí y con las personas alcanza cifras del orden de los millardos. Esta idea de un mundo de cosas interconectadas ha dado lugar a una visión que se ha dado en llamar Internet de las Cosas. Un mundo donde las cosas de cualquier tipo pueden interactuar con otras cosas, incluyendo las que forman parte de redes con recurso limitados. Y esto además conduce a la creación de servicios compuestos que superan a la suma de las partes. Además de la relevancia tecnológica, esta nueva visión enlaza con la de la Ciudad del Futuro. Un concepto que recurre a la convergencia de la energía, el transporte y las tecnologías de la información y las comunicaciones para definir una forma mediante la que lograr el crecimiento sostenible y competitivo, mejorando así la calidad de vida y abriendo el gobierno de las ciudades a la participación ciudadana. En la línea de desarrollo que permite avanzar hacia la consecución de tales objetivos, este Proyecto Fin de Carrera propone una forma de virtualizar los servicios ofrecidos por la diversidad de dispositivos que van adquiriendo la capacidad de interoperar en una red. Para ello se apoya en el uso de una capa de intermediación orientada a servicios, nSOM, desarrollada en la EUITT. Sobre esta arquitectura se proponen como objetivos el diseño y desarrollo de una pasarela de servicios que haga accesibles desde la web los recursos ofrecidos en una red de sensores; el diseño y desarrollo de un registro de dispositivos y servicios en concordancia a la propuesta de arquitectura de referencia para Internet de las Cosas; y el estudio y diseño de un marco para la composición de servicios orquestados en redes de recursos limitados. Para alcanzar estos objetivos primero se abordará un estudio del estado del arte donde se profundizará en el conocimiento de la las tecnologías para la interoperatividad entre cosas, abordando los principios de las redes inalámbricas de sensores y actuadores, las arquitecturas para las comunicaciones Máquina a Máquina e Internet de las Cosas, y la visión de la Web de las Cosas. Seguidamente se tratarán las tecnologías de red y de servicios de interés, para finalizar con un breve repaso a las tecnologías para la composición de servicios. Le seguirá una descripción detallada de la arquitectura nSOM y del diseño propuesto para este proyecto. Finalmente se propondrá un escenario sobre el que se llevarán a cabo diferentes pruebas de validación. ABSTRACT. The increasing of the capabilities of all kind of devices is causing a revolution in the field of the provision of services, both in quantity and in diversity. This situation has highlighted the need to address unprecedented technological development, where the forecast of interconnected and interoperable devices between them and human beings reaches the order of billions. And these numbers go further when the connectivity of constrained networks is taken into account. This idea of an interconnected world of things has led to a vision that has been called "The Internet of Things". It’s a vision of a world where things of any kind can interact with other things, even those in the domain of a constrained network. This also leads to the creation of new composed services that exceed the sum of the parts. Besides the technological interest, this new vision relates with the one from the Smart City. A concept that uses the convergence of the energy, the transport, and the information and communication technologies to define a way to achieve sustainable and competitive growth, improving the quality of life, and opening the governance of the cities to the participation. In the development pathway to reach these goals, this Final Degree Dissertation proposes a way for the virtualization of the services offered by the variety of devices that are reaching the ability to interoperate in a network. For this it is supported by a service oriented middleware called nSOM that has been developed at EUITT. Using this architecture the goals proposed for this project are the design and development of a service gateway that makes available the resources of a sensor network through a web interface; the design and development of a Device & Service Registry according to the reference architecture proposal for the Internet of Things; and the study and design of a composition framework for orchestrated services in constrained networks. To achieve these goals this dissertation begins with a State of the Art study where the background knowledge about the technologies in use for the interoperation of things will be settled. At first it starts talking about Wireless Sensor and Actuator Networks, the architectures for Machine-to-Machine communication and Internet of Things, and also the concepts for the Web of Things vision. Next the related network and services technologies are explored, ending with a brief review of service composition technologies. Then will follow a detailed description of the nSOM architecture, and also of the proposed design for this project. Finally a scenario will be proposed where a series of validation tests will be conducted.

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El objetivo de este Proyecto Final de Carrera es la realización de un ensayo de fiabilidad de componentes electrónicos, más concretamente de diodos LED, con el fin de estudiar su comportamiento a lo largo del tiempo de vida. Debido a la larga duración de los LEDs, un ensayo de este tipo podría durar años, por lo que es necesario realizar un ensayo acelerado que acorte significativamente el tiempo del experimento, para ello, han de someterse a esfuerzos mayores que en condiciones normales de funcionamiento. En la actualidad, los LEDs son usados en infinidad de aplicaciones, debido a sus múltiples ventajas respecto a otros sistemas de iluminación o señalización convencionales. En numerosos casos se utilizan en el exterior, soportando cambios de temperaturas y de humedad elevados, de ahí, la importancia de realizar ensayos de fiabilidad, que muestren sus posibles causas de fallo, los efectos que producen estos fallos y los aspectos de diseño, fabricación y mantenimiento que puedan afectarles. Como consecuencia del envejecimiento de los LEDs, pueden mostrar una reducción en el flujo luminoso y un empeoramiento de las propiedades cromáticas. Los LEDs utilizados en este Proyecto son de AlInGaP, rojos, de alta luminosidad. Para acelerar el ensayo, se utilizará una cámara climática que simule unas condiciones ambientales determinadas, en concreto, 85º C y 85% HR. Además, se realiza una monitorización periódica, siendo necesaria la utilización de un sistema automático de medida diseñado en LabVIEW, el cual, de manera simultánea realizará medidas y gestionará la inyección de corriente a los LEDs mientras se encuentren en el interior de la cámara climática. Se fabrican dos placas con 4 tiras de LEDs para inyectar un nivel de corriente diferente en cada una y así poder comparar la degradación en función de este parámetro. Fuera de la cámara climática se van a medir las curvas características de tensióncorriente de cada LED a una temperatura ambiente constante, fijada por un módulo Peltier. También se realizarán medidas de potencia luminosa y de espectro de emisión. Se analizarán los resultados obtenidos de cada una de las medidas y se realizará un estudio de fiabilidad y del proceso de degradación sufrido por los LEDs. Este PFC se puede dividir en las siguientes fases de trabajo, siendo el ensayo la parte más larga en el tiempo: · Búsqueda de bibliografía, documentación y normas aplicables. · Familiarización con los equipos y software, estudiando el manejo y funcionamiento de la cámara climática temperatura-humedad y el software a aplicar (LabVIEW y software del espectrómetro). · Desarrollo del hardware y sistemas necesarios para la realización del ensayo. · Realización del ensayo. · Análisis de resultados. ABSTRACT. The objective of this end of degree project is conducting an essay reliability of electronic components, more concretely LEDs, in order to study their behavior throughout its lifespan. Due to the long duration of the LEDs, a essay of this type could last for years, so it is necessary to perform an accelerated essay which significantly shorten the time of the experiment, testing should be subjected to greater efforts than in normal operation. Today, LEDs are used in many applications due to its many advantages over other conventional lighting systems or signaling. In numerous cases are used on the outside, enduring high changes in temperature and humidity, hence the importance of reliability essays, showing the possible causes of failure, the effects produced by these failures and aspects of design, manufacturing and maintenance that may affect them. As a result of the ageing of the LEDs, they may show a reduction in light output and a worsening of the chromatic properties. The LEDs used in this project are AlInGaP, red and high brightness. To speed up the essay will be used a climatic chamber to simulate specific environmental conditions, specifically 85 ° C and 85 % RH. In addition, is pe rformed a periodic monitoring using an automatic measurement system designed in LabVIEW , which , simultaneously will performed measurements and will manage the injection current to the LEDs while are inside of the climatic chamber. 4 strips of LEDs are created to inject a different level of current in each, so can compare the degradation in terms of this parameter. Out of the climatic chamber are obtained the characteristic curves of voltage-current of each LED at a constant room temperature, set by a Peltier module. Also, measures light power and the emitted spectrum. The results of each of the measures and a reliability study and degradation suffered by the LEDs will be discussed. This PFC can be divided into the following steps, the essay being the longest part: • Search bibliography, documentation and standards. • Familiarization with equipment and software, studying the management and the operation of the temperature-humidity environmental chamber and applying software (LabVIEW applications and spectrometer software). • Development of hardware and systems necessary for the conduct of the essay. • Carrying out the essay. • Analysis of results.

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This paper presents the experimental three-year learning activity developed by a group of teachers in a wind tunnel facility. The authors, leading a team of students, carried out a project consisting of the design, assembly and testing of a wind tunnel. The project included all stages of the process from its initial specifications to its final quality flow assessments, going through the calculation of each element, and the building of the whole wind tunnel. The group of (final year) students was responsible for the whole wind tunnel project as a part of their bachelor degree project. The paper focuses on the development of wind tunnel data acquisition software. This automatic tool is essential to improve the automation of the data acquisition of the wind tunnel facility systems, in particular for a 6DOF multi-axis force/torque sensor. This work can be considered as a typical example of real engineering practice: a set of specifications that has to be modified due to the constraints imposed throughout the project, in order to obtain the final result

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Introducción El tema de este Trabajo Fin de Grado, TFG a partir de ahora, no es otro que el motivar al usuario final a hacer ejercicio mediante la realización de ejercicios breves e intensos. Para ello, surge la idea de desarrollar una aplicación para la plataforma Android, de nombre AndroFIT , cuyo objetivo es cumplir con la meta descrita anteriormente; que el usuario haga ejercicio de manera diaria. Hacer ejercicio es un hábito saludable que ayuda en gran medida al bienestar físico, mental y emocional de las personas. Sin embargo, no es un hábito practicado por una cantidad inmensa de gente y más pequeño es aún el número de personas que son constantes. Si empezar a hacer ejercicio es complicado, mantener el ritmo, la dedicación y la motivación a medida que pasa el tiempo es más difícil todavía. Los motivos del abandono son de distinta índole: falta de tiempo, falta de ganas, falta de apoyo o incluso el alcanzar la figura y/o el peso que se buscaban. AndroFIT no pretende ser una aplicación más en el mercado de las aplicaciones Health & Fitness, el cual ya dispone de una larga lista de aplicaciones asentadas y reconocidas a nivel mundial como por ejemplo Endomondo o Runtastic, entre otras. Esta aplicación se rige por principios más cercanos a un juego gracias a los principios de gamificación que se han implantado en la aplicación, como los logros y la diversión, entre otros. Este TFG es el primer prototipo funcional de un proyecto de carácter personal cuyo diseño, análisis, desarrollo y mantenimiento han sido llevados a cabo por mí, Abraham Hernández Valencia. Es una aplicación que dista mucho de su versión definitiva y cuya funcionalidad es limitada. En futuras versiones se añadirán funcionalidades y características, que serán descritas en esta memoria, como por ejemplo compartir los resultados en Facebook y Twitter, utilizar la biblioteca de música del usuario así como su perfil en Spotify para personalizar aún más la experiencia o la posibilidad de ejercitar una parte concreta del cuerpo a través de ejercicios específicamente diseñados para esa zona. Abstract The goal of this Degree Project is no other than to motivate users to exercise on a regular basis through short and intense routines. Therefore, an Android application named AndroFIT is developed, which purpose is it to fulfil the goal previously described; encourage daily exercising among users. To work out is a healthy habit which enormously helps physical, psychical and emotional wellbeing of people. However, it is not a trend with a large number of followers and that same number is even smaller if we focus on regular working out. Starting to work out is always challenging but keeping the rhythm, motivation and dedication high all along is even more difficult. Reasons of abandoning vary: lack of time, lack of motivation, lack of support or even not reaching the desired shape or weight. AndroFIT does not aim to be another application inside of the Health & Fitness market, which already has a long list of successful and worldknown applications such as Endomondo and Runtastic. AndroFIT´s principles such as achievements and fun, strictly taken from gamification techniques, make the application appeal more to a game rather than to a fitness application. This project is the first functional prototype of a personal project which design, analysis, development and maintenance have been taken care of by me, Abraham Hernández Valencia. This release is far away from the final one and its functionality is limited. Future versions will include enhanced functionality and extra features which will be described later in this document, like Facebook and Twitter sharing, using the user's music library as well as his Spotify profile to have an even deeper customised experience or being able to train a specific part of the body following a serie of specific designed workouts.

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In recent decades, full electric and hybrid electric vehicles have emerged as an alternative to conventional cars due to a range of factors, including environmental and economic aspects. These vehicles are the result of considerable efforts to seek ways of reducing the use of fossil fuel for vehicle propulsion. Sophisticated technologies such as hybrid and electric powertrains require careful study and optimization. Mathematical models play a key role at this point. Currently, many advanced mathematical analysis tools, as well as computer applications have been built for vehicle simulation purposes. Given the great interest of hybrid and electric powertrains, along with the increasing importance of reliable computer-based models, the author decided to integrate both aspects in the research purpose of this work. Furthermore, this is one of the first final degree projects held at the ETSII (Higher Technical School of Industrial Engineers) that covers the study of hybrid and electric propulsion systems. The present project is based on MBS3D 2.0, a specialized software for the dynamic simulation of multibody systems developed at the UPM Institute of Automobile Research (INSIA). Automobiles are a clear example of complex multibody systems, which are present in nearly every field of engineering. The work presented here benefits from the availability of MBS3D software. This program has proven to be a very efficient tool, with a highly developed underlying mathematical formulation. On this basis, the focus of this project is the extension of MBS3D features in order to be able to perform dynamic simulations of hybrid and electric vehicle models. This requires the joint simulation of the mechanical model of the vehicle, together with the model of the hybrid or electric powertrain. These sub-models belong to completely different physical domains. In fact the powertrain consists of energy storage systems, electrical machines and power electronics, connected to purely mechanical components (wheels, suspension, transmission, clutch…). The challenge today is to create a global vehicle model that is valid for computer simulation. Therefore, the main goal of this project is to apply co-simulation methodologies to a comprehensive model of an electric vehicle, where sub-models from different areas of engineering are coupled. The created electric vehicle (EV) model consists of a separately excited DC electric motor, a Li-ion battery pack, a DC/DC chopper converter and a multibody vehicle model. Co-simulation techniques allow car designers to simulate complex vehicle architectures and behaviors, which are usually difficult to implement in a real environment due to safety and/or economic reasons. In addition, multi-domain computational models help to detect the effects of different driving patterns and parameters and improve the models in a fast and effective way. Automotive designers can greatly benefit from a multidisciplinary approach of new hybrid and electric vehicles. In this case, the global electric vehicle model includes an electrical subsystem and a mechanical subsystem. The electrical subsystem consists of three basic components: electric motor, battery pack and power converter. A modular representation is used for building the dynamic model of the vehicle drivetrain. This means that every component of the drivetrain (submodule) is modeled separately and has its own general dynamic model, with clearly defined inputs and outputs. Then, all the particular submodules are assembled according to the drivetrain configuration and, in this way, the power flow across the components is completely determined. Dynamic models of electrical components are often based on equivalent circuits, where Kirchhoff’s voltage and current laws are applied to draw the algebraic and differential equations. Here, Randles circuit is used for dynamic modeling of the battery and the electric motor is modeled through the analysis of the equivalent circuit of a separately excited DC motor, where the power converter is included. The mechanical subsystem is defined by MBS3D equations. These equations consider the position, velocity and acceleration of all the bodies comprising the vehicle multibody system. MBS3D 2.0 is entirely written in MATLAB and the structure of the program has been thoroughly studied and understood by the author. MBS3D software is adapted according to the requirements of the applied co-simulation method. Some of the core functions are modified, such as integrator and graphics, and several auxiliary functions are added in order to compute the mathematical model of the electrical components. By coupling and co-simulating both subsystems, it is possible to evaluate the dynamic interaction among all the components of the drivetrain. ‘Tight-coupling’ method is used to cosimulate the sub-models. This approach integrates all subsystems simultaneously and the results of the integration are exchanged by function-call. This means that the integration is done jointly for the mechanical and the electrical subsystem, under a single integrator and then, the speed of integration is determined by the slower subsystem. Simulations are then used to show the performance of the developed EV model. However, this project focuses more on the validation of the computational and mathematical tool for electric and hybrid vehicle simulation. For this purpose, a detailed study and comparison of different integrators within the MATLAB environment is done. Consequently, the main efforts are directed towards the implementation of co-simulation techniques in MBS3D software. In this regard, it is not intended to create an extremely precise EV model in terms of real vehicle performance, although an acceptable level of accuracy is achieved. The gap between the EV model and the real system is filled, in a way, by introducing the gas and brake pedals input, which reflects the actual driver behavior. This input is included directly in the differential equations of the model, and determines the amount of current provided to the electric motor. For a separately excited DC motor, the rotor current is proportional to the traction torque delivered to the car wheels. Therefore, as it occurs in the case of real vehicle models, the propulsion torque in the mathematical model is controlled through acceleration and brake pedal commands. The designed transmission system also includes a reduction gear that adapts the torque coming for the motor drive and transfers it. The main contribution of this project is, therefore, the implementation of a new calculation path for the wheel torques, based on performance characteristics and outputs of the electric powertrain model. Originally, the wheel traction and braking torques were input to MBS3D through a vector directly computed by the user in a MATLAB script. Now, they are calculated as a function of the motor current which, in turn, depends on the current provided by the battery pack across the DC/DC chopper converter. The motor and battery currents and voltages are the solutions of the electrical ODE (Ordinary Differential Equation) system coupled to the multibody system. Simultaneously, the outputs of MBS3D model are the position, velocity and acceleration of the vehicle at all times. The motor shaft speed is computed from the output vehicle speed considering the wheel radius, the gear reduction ratio and the transmission efficiency. This motor shaft speed, somehow available from MBS3D model, is then introduced in the differential equations corresponding to the electrical subsystem. In this way, MBS3D and the electrical powertrain model are interconnected and both subsystems exchange values resulting as expected with tight-coupling approach.When programming mathematical models of complex systems, code optimization is a key step in the process. A way to improve the overall performance of the integration, making use of C/C++ as an alternative programming language, is described and implemented. Although this entails a higher computational burden, it leads to important advantages regarding cosimulation speed and stability. In order to do this, it is necessary to integrate MATLAB with another integrated development environment (IDE), where C/C++ code can be generated and executed. In this project, C/C++ files are programmed in Microsoft Visual Studio and the interface between both IDEs is created by building C/C++ MEX file functions. These programs contain functions or subroutines that can be dynamically linked and executed from MATLAB. This process achieves reductions in simulation time up to two orders of magnitude. The tests performed with different integrators, also reveal the stiff character of the differential equations corresponding to the electrical subsystem, and allow the improvement of the cosimulation process. When varying the parameters of the integration and/or the initial conditions of the problem, the solutions of the system of equations show better dynamic response and stability, depending on the integrator used. Several integrators, with variable and non-variable step-size, and for stiff and non-stiff problems are applied to the coupled ODE system. Then, the results are analyzed, compared and discussed. From all the above, the project can be divided into four main parts: 1. Creation of the equation-based electric vehicle model; 2. Programming, simulation and adjustment of the electric vehicle model; 3. Application of co-simulation methodologies to MBS3D and the electric powertrain subsystem; and 4. Code optimization and study of different integrators. Additionally, in order to deeply understand the context of the project, the first chapters include an introduction to basic vehicle dynamics, current classification of hybrid and electric vehicles and an explanation of the involved technologies such as brake energy regeneration, electric and non-electric propulsion systems for EVs and HEVs (hybrid electric vehicles) and their control strategies. Later, the problem of dynamic modeling of hybrid and electric vehicles is discussed. The integrated development environment and the simulation tool are also briefly described. The core chapters include an explanation of the major co-simulation methodologies and how they have been programmed and applied to the electric powertrain model together with the multibody system dynamic model. Finally, the last chapters summarize the main results and conclusions of the project and propose further research topics. In conclusion, co-simulation methodologies are applicable within the integrated development environments MATLAB and Visual Studio, and the simulation tool MBS3D 2.0, where equation-based models of multidisciplinary subsystems, consisting of mechanical and electrical components, are coupled and integrated in a very efficient way.

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En el año 2014 se publicó, bajo mandato de la Comisión Europea, la Norma Europea EN 301 549, titulada “Requisitos de accesibilidad de productos y servicios TIC aplicables a la contratación pública en Europa”. El objetivo de dicha norma es que los productos o servicios TIC (Tecnologías de la Información y la Comunicación) adquiridos por cualquier administración pública europea puedan ser utilizados por personas con diversas características y capacidades, incluyendo a personas con discapacidad. La norma EN 301 549 es compleja, ya que contiene más de 200 requisitos y recomendaciones, que se aplican o no a un producto o servicio TIC en función de las características de dicho producto o servicio. Por ello se ha planteado, desde el Grupo de Investigación en Tecnología Informática y de las Comunicaciones (CETTICO), el desarrollo de una herramienta de soporte a la evaluación del cumplimiento de la norma. La herramienta permitirá a grupos de trabajo anotar los resultados de la evaluación de accesibilidad de un producto o servicio TIC siguiendo los requisitos de la norma Europea EN 301 549. Este trabajo de Fin de Grado se centra en el diseño y codificación del cliente web de la herramienta. Se parte de los resultados de un TFG y un practicum anteriores. En el TFG realizado por Laura Elorrieta [Elorrieta, 2014], se diseñó la interacción del sistema y se evaluó su grado de usabilidad. En el practicum [Montero, 2015], posterior al TFG de Laura Elorrieta, se eligieron las tecnologías web que se iban a utilizar y se realizó el diseño y la implementación mediante prototipos iterativos de la gestión de proyectos de evaluación. El trabajo que se ha realizado en el TFG ha consistido en el diseño de la interfaz de usuario analizando los cambios a realizar en el diseño, debido a los errores de usabilidad conocidos, y la implementación del prototipo funcional de la herramienta. Junto con la parte servidor del TFG de mi compañero Rubén Ortiz Burgos y la interfaz de usuario de este TFG se ha obtenido una aplicación web para realizar evaluaciones de accesibilidad de productos o servicios TIC siguiendo los requisitos de la norma EN 301 549. El prototipo funcional contiene diez páginas web que recogen las diferentes acciones y tareas que pueden realizar los usuarios en función del rol que desempeñen. EL diseño y la implementación se han llevado a cabo empleando las tecnologías web HTML5, CSS3, JavaScript, jQuery y las librerías de Foundation frontend framework.---ABSTRACT---In 2014, under the European Commission mandate, the European standard EN 301 549 has been published under the title “Accessibility requirements applicable to ICT products and procurement services in Europe”. The goal of this standard is that the products or services ICT (Information Communication Technology) acquires by every European public administration can be used by every person with different characteristics and capacities, including those with disability. The rule EN 301549 is very complex, since it has more than 200 requirements and recommendations that can be or not applied to an ICT product or service based on its characteristics of the given product or service. That’s why a development of a support tool has been proposed to the rating of the compliance of the rule, by the Research Group of Informatics Technology and Communication. This tool will allow working groups to record the results of the compliance of accessibility of a product or service following the requirements of the European Standard EN 301549. This Final Degree Work focuses in the design and the coding of the web customer of this tool. The results of a TFG and previous practicums have been used for this. The TFG performed by Laura Elorrieta [Elorrieta, 2014], the interaction of the system was designed and degree of usability was evaluated. In the practicum [Montero, 2015], after the TFG Laura Elorrieta, web technologies used were chosen and the design and implementation were performed using iterative prototyping project management evaluation. The work done on the TFG was to design the users interface to perform analyzing changes in design due to errors known usability and working prototype implementation of the tool. Together with the server part of the TFG my partner Rubén Ortiz Burgos and the user interface done of this TFG it has obtained a web application for the conduct of evaluations accessibility of products or services ICT following the requirements of the EN 301 549. The functional prototype contains ten web sites that collect the various activities and tasks that users can perform based on the role they perform. The design and implementation have been carried out using the technologies web HTML5, CSS3, Java Script, jQuery and the libraries of Foundation fronted framework.