925 resultados para virtual design studio


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Virtual-build-to-order (VBTO) is a form of order fulfilment system in which the producer has the ability to search across the entire pipeline of finished stock, products in production and those in the production plan, in order to find the best product for a customer. It is a system design that is attractive to Mass Customizers, such as those in the automotive sector, whose manufacturing lead time exceeds their customers' tolerable waiting times, and for whom the holding of partly-finished stocks at a fixed decoupling point is unattractive or unworkable. This paper describes and develops the operational concepts that underpin VBTO, in particular the concepts of reconfiguration flexibility and customer aversion to waiting. Reconfiguration is the process of changing a product's specification at any point along the order fulfilment pipeline. The extent to which an order fulfilment system is flexible or inflexible reveals itself in the reconfiguration cost curve, of which there are four basic types. The operational features of the generic VBTO system are described and simulation is used to study its behaviour and performance. The concepts of reconfiguration flexibility and floating decoupling point are introduced and discussed.

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Virtual-Build-to-Order (VBTO) is an emerging order fulfilment system within the automotive sector that is intended to improve fulfilment performance by taking advantage of integrated information systems. The primary innovation in VBTO systems is the ability to make available all unsold products that are in the production pipeline to all customers. In a conventional system the pipeline is inaccessible and a customer can be fulfilled by a product from stock or having a product Built-to-Order (BTO), whereas in a VBTO system a customer can be fulfilled by a product from stock, by being allocated a product in the pipeline, or by a build-to-order product. Simulation is used to investigate and profile the fundamental behaviour of the basic VBTO system and to compare it to a Conventional system. A predictive relationship is identified, between the proportions of customers fulfilled through each mechanism and the ratio of product variety / pipeline length. The simulations reveal that a VBTO system exhibits inherent behaviour that alters the stock mix and levels, leading to stock levels being higher than in an equivalent conventional system at certain variety / pipeline ratios. The results have implications for the design and management of order fulfilment systems in sectors such as automotive where VBTO is a viable operational model.

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Esta tese pretende descrever o desenvolvimento e arquitectura do software que constitui o Miradouro Virtual@, mais especificamente do componente referente à interface. O Miradouro Virtual@ é um dispositivo cujo propósito à semelhança dos tradicionais binóculos turísticos, é observar a paisagem, mas cuja interacção não está limitada à simples observação individual. Recorre à realidade aumentada para sobrepôr imagens geradas por computador a imagens reais, capturadas por um dispositivo para aquisição de imagem real (tipicamente uma câmara de vídeo), e mostra-as num ecrã touchscreen, permitindo deste modo, combinar elementos virtuais e multimédia com a paisagem real. A imagem final, composta, dá ao utilizador uma nova dimensão do espaço envolvente, permitindo-lhe explorar uma nova camada de informação não visível anteriormente. Sendo sensíveis à orientação do Miradouro Virtual@, os elementos virtuais e multimédia adaptam-se de acordo com os movimentos do dispositivo. O Miradouro Virtual@ é um produto composto por diversos elementos de hardware e software. O foco desta tese recai apenas nos componentes de software, mais especificamente na interface. Pretende dar a conhecer as limitações da versão anterior do software e mostrar as soluções encontradas que permitiram ultrapassar algumas dessas limitações. ABSTRACT; This thesis focuses on the design and development of the Virtual Sightseeing™ software, more specifically on the interface component. The Virtual Sightseeing™ is a device similar to the traditional scenic viewers that takes advantage of its generally known and popularity to build an innovative system. It works by using augmented reality to superimpose, in real-time, images generated by a computer onto a live stream captured by a video camera and displaying them on a touchscreen display. It allows adding multimedia elements to the real scenery by composing them in the image that is presented to the user. The multimedia information and virtual elements that are displayed are sensitive to the orientation and position of the device. They change as the user manually changes the orientation of the device. The Virtual Sightseeing™ is comprised of several hardware and software components. The focus of this thesis is on the software part, more specifically on the interface component. It intends to show the known limitations of the previous software version and how they were overcome in this new version.

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Corporations and enterprises have embraced the notion of shared experiences and collective workplaces by incorporating coworking places. A great deal of the methodology carries from the studio culture that architecture schools foster as well as think tank culture. Maker spaces and incubator spaces are prime examples of places that engender creative thought and products. This thesis seeks to explore the impact that architecture has on collaborative spaces with a focus on augmenting to their generated learning and design activities. The investigation explores the collaborative design process as a series of interactions between groups of individuals. This involves the impact of technology and its implications on those interactions. The goal of this thesis is not to further the use of a tool or systematic procedure, but to use architecture as a framing device to form places for collaborative processes.

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Virtual Screening (VS) methods can considerably aid clinical research, predicting how ligands interact with drug targets. However, the accuracy of most VS methods is constrained by limitations in the scoring function that describes biomolecular interactions, and even nowadays these uncertainties are not completely understood. In order to improve accuracy of scoring functions used in most VS methods we propose a hybrid novel approach where neural networks (NNET) and support vector machines (SVM) methods are trained with databases of known active (drugs) and inactive compounds, this information being exploited afterwards to improve VS predictions.

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Part 3: Product-Service Systems

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Part 20: Health and Care Networks

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Part 16: Performance Measurement Systems

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Part 12: Collaboration Platforms

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This thesis reports on the design, construction, and initial applications of a high-resolution terahertz time-domain ASOPS spectrometer. The instrument employs asynchronous optical sampling (ASOPS) between two Ti:sapphire ultrafast lasers operating at a repetition rate of approximately 80 MHz, and we thus demonstrate a THz frequency resolution approaching the limit of that repetition rate. This is an order of magnitude improvement in resolution over typical THz time-domain spectrometers. The improved resolution is important for our primary effort of collecting THz spectra for far-infrared astronomy. We report on various spectroscopic applications including the THz rotational spectrum of water, where we achieve a mean frequency error, relative to established line centers, of 27.0 MHz. We also demonstrate application of the THz system to the long-duration observation of a coherent magnon mode in a anti-ferromagnetic yttrium iron oxide (YFeO3) crystal. Furthermore, we apply the all-optical virtual delay line of ASOPS to a transient thermoreflectance experiment for quickly measuring the thermal conductivity of semiconductors.

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Part 8: Business Strategies Alignment

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Part 3: Product-Service Systems

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Part 1: Introduction

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O avanço das tecnologias de informação continua a mudar os paradigmas de ensino e aprendizagem. Os meios disponíveis são cada vez mais diversificados e, com a necessidade de procurar novos estudantes e diversificar o público-alvo, as instituições de ensino superior estão a repensar os seus modelos de negócio e estratégias pedagógicas. A proliferação de dispositivos móveis catalisa uma aposta crescente no ensino a distância (EaD) no sentido de proporcionar aprendizagens em mobilidade (m-learning). No entanto, as soluções existentes para m-learning são ainda pouco adaptadas às recentes metodologias de EaD, na maioria das vezes funcionando como extensão de um ambiente virtual de aprendizagem ou com muito foco nos conteúdos. Sendo a Universidade Aberta (UAb) a única instituição de ensino superior público em Portugal de ensino a distância, com um modelo pedagógico próprio, constitui um natural caso de aplicação de tecnologia móvel em novos contextos de aprendizagem, importando por isso estudar e desenhar os mecanismos de interação mais adequados com professores e estudantes em mobilidade. Adotou-se neste trabalho a metodologia Design Science Research, tendo sido identificadas as características e comportamentos de potenciais utilizadores, e definidas as funcionalidades que devem ser disponibilizadas na primeira versão de uma aplicação para dispositivos móveis (app) no contexto do ensino a distância. É proposto o design da interface dessa app, usando o modelo da UAb como caso de aplicação, e disponibilizada uma lista de orientações para o desenvolvimento do protótipo funcional. Da investigação realizada, concluiu-se que a interface proposta constitui um modelo válido para o desenho de uma app para aprendizagens em mobilidade, no regime de ensino de uma universidade virtual. A partir deste modelo, as instituições de ensino superior podem desenvolver apps adaptando-se ao avanço das Tecnologias de Informação e Comunicação e ficarem alinhadas com as necessidades dos seus alunos e docentes, particularmente se dispuserem de oferta formativa a distância.