995 resultados para electronic products
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The creation of Wireless Personal Area Networks (WPANs) offers the Consumer Electronics industry a mechanism to truly unwire consumer products, leading to portability and ease of installation as never seen before. WPAN's can offer data-rates exceeding those that are required to convey high quality broadcast video, thus users can easily connect to high quality video for multimedia presentations in education, libraries, advertising, or have a wireless connection at home. There have been many WPAN proposals, but this paper concentrates on ECMA-368 as this standard has the largest industrial and implementers' forum backing. This paper discusses the technology behind ECMA-368, the required numerical bandwidth, buffer memory requirements and implementation considerations while concentrating on supporting all the offered data-rates'.
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Every year, the number of discarded electro-electronic products is increasing. For this reason recycling is needed, to avoid wasting non-renewable natural resources. The objective of this work is to study the recycling of materials from parallel wire cable through Unit operations of mineral processing. Parallel wire cables are basically composed of polymer and copper. The following unit operations were tested: grinding, size classification, dense medium separation, electrostatic separation, scrubbing, panning, and elutriation. It was observed that the operations used obtained copper and PVC concentrates with a low degree of cross contamination. It was Concluded that total liberation of the materials was accomplished after grinding to less than 3 mm, using a cage mill. Separation using panning and elutriation presented the best results in terms of recovery and cross contamination. (C) 2007 Elsevier Ltd. All rights reserved.
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This paper presents a new approach to achieving interoperability between Web-based construction products catalogues. It first introduces the current development of electronic catalogues of construction products. The common system architecture of Web-based electronic products catalogues is discussed, which is followed by a discussion on construction products information standardization and the latest distributed-systems technologies for the communication and exchange of construction products information. The latter part of this paper presents a model of interoperable Web-based construction products catalogue and an implementation of Web services in E-commerce systems to enable the sharing of construction products information.
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The electronics industry, is experiencing two trends one of which is the drive towards miniaturization of electronic products. The in-circuit testing predominantly used for continuity testing of printed circuit boards (PCB) can no longer meet the demands of smaller size circuits. This has lead to the development of moving probe testing equipment. Moving Probe Test opens up the opportunity to test PCBs where the test points are on a small pitch (distance between points). However, since the test uses probes that move sequentially to perform the test, the total test time is much greater than traditional in-circuit test. While significant effort has concentrated on the equipment design and development, little work has examined algorithms for efficient test sequencing. The test sequence has the greatest impact on total test time, which will determine the production cycle time of the product. Minimizing total test time is a NP-hard problem similar to the traveling salesman problem, except with two traveling salesmen that must coordinate their movements. The main goal of this thesis was to develop a heuristic algorithm to minimize the Flying Probe test time and evaluate the algorithm against a "Nearest Neighbor" algorithm. The algorithm was implemented with Visual Basic and MS Access database. The algorithm was evaluated with actual PCB test data taken from Industry. A statistical analysis with 95% C.C. was performed to test the hypothesis that the proposed algorithm finds a sequence which has a total test time less than the total test time found by the "Nearest Neighbor" approach. Findings demonstrated that the proposed heuristic algorithm reduces the total test time of the test and, therefore, production cycle time can be reduced through proper sequencing.
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Mestrado em Engenharia Electrotécnica e de Computadores - Área de Especialização em Automação e Sistemas
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Dissertação de mestrado integrado em Mechanical Engineering
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Dissertação de mestrado integrado em Engenharia de Materiais
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The impending introduction of lead-free solder in the manufacture of electrical and electronic products has presented the electronics industry with many challenges. European manufacturers must transfer from a tin-lead process to a lead-free process by July 2006 as a result of the publication of two directives from the European Parliament. Tin-lead solders have been used for mechanical and electrical connections on printed circuit boards for over fifty years and considerable process knowledge has been accumulated. Extensive literature reviews were conducted on the topic and as a result it was found there are many implications to be considered with the introduction of lead-free solder. One particular question that requires answering is; can lead-free solder be used in existing manufacturing processes? The purpose of this research is to conduct a comparative study of a tin-lead solder and a lead-free solder in two key surface mount technology (SMT) processes. The two SMT processes in question were the stencil printing process and the reflow soldering process. Unreplicated fractional factorial experimental designs were used to carry out the studies. The quality of paste deposition in terms of height and volume were the characteristics of interest in the stencil printing process. The quality of solder joints produced in the reflow soldering experiment was assessed using x-ray and cross sectional analysis. This provided qualitative data that was then uniquely scored and weighted using a method developed during the research. Nested experimental design techniques were then used to analyse the resulting quantitative data. Predictive models were developed that allowed for the optimisation of both processes. Results from both experiments show that solder joints of comparable quality to those produced using tin-lead solder can be produced using lead-free solder in current SMT processes.
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The Roll-to-Roll process makes it possible to print electronic products continuously onto a uniform substrate. Printing components on flexible surfaces can bring down the costs of simple electronic devices such as RFID tags, antennas and transistors. The possibility of quickly printing flexible electronic components opens up a wide array of novel products previously too expensive to produce on a large scale. Several different printing methods can be used in Roll-to-Roll printing, such as gravure, spray, offset, flexographic and others. Most of the methods can also be mixed in one production line. Most of them still require years of research to reach a significant commercial level. The research for this thesis was carried out at the Konkuk University Flexible Display Research Center (KU-FDRC) in Seoul, Korea. A system using Roll-to-Roll printing requires that the motion of the web can be controlled in every direction in order to align different layers of ink properly. Between printers the ink is dried with hot air. The effects of thermal expansion on the tension of the web are studied in this work, and a mathematical model was constructed on Matlab and Simulink. Simulations and experiments lead to the conclusion that the thermal expansion of the web has a great influence on the tension of the web. Also, experimental evidence was gained that the particular printing machine used for these experiments at KU-FDRC may have a problem in controlling the speeds of the cylinders which pull the web.
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Advances in technology have provided new ways of using entertainment and game technology to foster human interaction. Games and playing with games have always been an important part of people’s everyday lives. Traditionally, human-computer interaction (HCI) research was seen as a psychological cognitive science focused on human factors, with engineering sciences as the computer science part of it. Although cognitive science has made significant progress over the past decade, the influence of people’s emotions on design networks is increasingly important, especially when the primary goal is to challenge and entertain users (Norman 2002). Game developers have explored the key issues in game design and identified that the driving force in the success of games is user experience. User-centered design integrates knowledge of users’ activity practices, needs, and preferences into the design process. Geocaching is a location-based treasure hunt game created by a community of players. Players use GPS (Global Position System) technology to find “treasures” and create their own geocaches; the game can be developed when the players invent caches and used more imagination to creations the caches. This doctoral dissertation explores user experience of geocaching and its applications in tourism and education. Globally, based on the Geocaching.com webpage, geocaching has been played about 180 countries and there are more than 10 million registered geocachers worldwide (Geocaching.com, 25.11.2014). This dissertation develops and presents an interaction model called the GameFlow Experience model that can be used to support the design of treasure hunt applications in tourism and education contexts. The GameFlow Model presents and clarifies various experiences; it provides such experiences in a real-life context, offers desirable design targets to be utilized in service design, and offers a perspective to consider when evaluating the success of adventure game concepts. User-centered game designs have adapted to human factor research in mainstream computing science. For many years, the user-centered design approach has been the most important research field in software development. Research has been focusing on user-centered design in software development such as office programs, but the same ideas and theories that will reflect the needs of a user-centered research are now also being applied to game design (Charles et al. 2005.) For several years, we have seen a growing interest in user experience design. Digital games are experience providers, and game developers need tools to better understand the user experience related to products and services they have created. This thesis aims to present what the user experience is in geocaching and treasure hunt games and how it can be used to develop new concepts for the treasure hunt. Engineers, designers, and researchers should have a clear understanding of what user experience is, what its parts are, and most importantly, how we can influence user satisfaction. In addition, we need to understand how users interact with electronic products and people, and how different elements synergize their experiences. This doctoral dissertation represents pioneering work on the user experience of geocaching and treasure hunt games in the context of tourism and education. The research also provides a model for game developers who are planning treasure hunt concepts.
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À cause de leur impact environnemental élevé, les déchets d’équipements électriques et électroniques (DEEE) sont un problème majeur pour les pays développés. La consommation importante de produits électroniques, dont la durée d’utilisation est de plus en plus courte, a entrainé une production croissante de DEEE. C’est dans ce contexte que l’Union européenne a instauré en 2003 la responsabilité élargie des producteurs (REP). Cet outil de politique environnementale a rendu légalement responsables les fabricants de la mise en oeuvre et du financement d’un programme d’intendance des DEEE. Alors que la REP vise principalement le traitement écologique des DEEE, cet instrument ne permet pas de réduire les quantités considérables qui sont produites par les consommateurs. Cette situation est d’autant plus inquiétante que les gains environnementaux obtenus, grâce à l’implantation de la REP, ont été annulés au regard de l’augmentation continue de la consommation de biens électroniques à l’échelle mondiale. En réponse à cette problématique, la présente thèse porte sur les pratiques de l’usager au cours de la phase de consommation des appareils électroniques (aussi appelée phase d’usage). Cette étape du cycle de vie regroupe l’achat, l’utilisation, la réparation et la mise au rebut des biens. Une approche qualitative de type exploratoire faisant appel à l’étude de cas a été utilisée. Le téléviseur, retenu comme cas d’étude, illustre des enjeux partagés par plusieurs équipements électroniques, tels que : la fréquente mise sur le marché de nouveaux modèles, le bas prix d’acquisition comparé au coût de la réparation et l’influence de la mode sur les choix effectués par le consommateur. Ces facteurs facilitent le remplacement des biens et, par conséquent, pourraient entrainer leur fin de vie prématurée qui se matérialise à travers différentes formes d’obsolescence. Dans le cadre de cette étude de cas, une trentaine d’entrevues semi-dirigées a été réalisée avec des usagers et réparateurs de produits électroniques en vue de documenter les différentes sous-étapes de la phase d’usage d’un téléviseur. Sur la base des informations recueillies, l’objectif de cette thèse est de formuler des recommandations, à destination des autorités politiques, qui pourront permettre une minimisation des impacts environnementaux liés à la phase d’usage des appareils électroniques. Les résultats ont permis de mettre en évidence, via le rôle et le statut singulier occupé par le téléviseur dans les foyers, les comportements de l’usager contribuant à augmenter l’empreinte écologique associée à la phase d’usage. L’acquisition de nombreux biens électroniques et non électroniques suite à l’achat du téléviseur, ses multiples fonctionnalités le rapprochant de celles de l’ordinateur et des tablettes, ainsi que la fin de vie prématurée de produits fonctionnels, mais obsolètes d’un point de vue technologique, font partie des résultats de cette recherche. En lien avec ces constats, cette étude propose des instruments de politique environnementale, dont l’affichage de la durée de vie des équipements électroniques, destinés à aider le consommateur à réaliser des choix plus éclairés au moment de l’achat. D’autres orientations, telles que la possibilité d’évoluer vers une réglementation horizontale, c’est-à-dire un cadre législatif qui ne se basera plus sur le produit individuel, mais sur l’ensemble des appareils ayant des fonctionnalités similaires, sont exposées. Par ailleurs, cette recherche explore certains leviers pouvant minimiser le phénomène de fin de vie prématurée des appareils électroniques, tels que l’envoi de biens obsolètes et fonctionnels des pays développés vers ceux en développement pour permettre leur réutilisation et la tendance du Do-It- Yourself dans la réparation des produits électroniques.
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Este trabalho trata sobre um assunto relativamente novo, mas com uma importância cada vez maior no desenvolvimento de produtos. Trata-se do Projeto para o Meio-Ambiente (Design for Environment - DFe). São analisados os aspectos do DFe relacionados com o desenvolvimento de produtos eletro-eletrônicos, abrangendo métricas ambientais, práticas de projeto e métodos de análise de produtos. Estes conhecimentos são aplicados no desenvolvimento de um conjunto de métricas ambientais e de uma metodologia de avaliação ambiental de produtos, a serem adotadas pela Springer Carrier SA no desenvolvimento de seus novos produtos. Esta ferramenta foi criada através da análise de uma ferramenta anterior, desenvolvida nos Estados Unidos, mas incorporou sugestões presentes na literatura e a experiência prática acumulada pelo autor. Este trabalho trata sobre um assunto relativamente novo, mas com uma importância cada vez maior no desenvolvimento de produtos. Trata-se do Projeto para o Meio-Ambiente (Design for Environment - DFe). São analisados os aspectos do DFe relacionados com o desenvolvimento de produtos eletro-eletrônicos, abrangendo métricas ambientais, práticas de projeto e métodos de análise de produtos. Estes conhecimentos são aplicados no desenvolvimento de um conjunto de métricas ambientais e de uma metodologia de avaliação ambiental de produtos, a serem adotadas pela Springer Carrier SA no desenvolvimento de seus novos produtos. Esta ferramenta foi criada através da análise de uma ferramenta anterior, desenvolvida nos Estados Unidos, mas incorporou sugestões presentes na literatura e a experiência prática acumulada pelo autor.
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With the ever increasing demands for high complexity consumer electronic products, market pressures demand faster product development and lower cost. SoCbased design can provide the required design flexibility and speed by allowing the use of IP cores. However, testing costs in the SoC environment can reach a substantial percent of the total production cost. Analog testing costs may dominate the total test cost, as testing of analog circuits usually require functional verification of the circuit and special testing procedures. For RF analog circuits commonly used in wireless applications, testing is further complicated because of the high frequencies involved. In summary, reducing analog test cost is of major importance in the electronic industry today. BIST techniques for analog circuits, though potentially able to solve the analog test cost problem, have some limitations. Some techniques are circuit dependent, requiring reconfiguration of the circuit being tested, and are generally not usable in RF circuits. In the SoC environment, as processing and memory resources are available, they could be used in the test. However, the overhead for adding additional AD and DA converters may be too costly for most systems, and analog routing of signals may not be feasible and may introduce signal distortion. In this work a simple and low cost digitizer is used instead of an ADC in order to enable analog testing strategies to be implemented in a SoC environment. Thanks to the low analog area overhead of the converter, multiple analog test points can be observed and specific analog test strategies can be enabled. As the digitizer is always connected to the analog test point, it is not necessary to include muxes and switches that would degrade the signal path. For RF analog circuits, this is specially useful, as the circuit impedance is fixed and the influence of the digitizer can be accounted for in the design phase. Thanks to the simplicity of the converter, it is able to reach higher frequencies, and enables the implementation of low cost RF test strategies. The digitizer has been applied successfully in the testing of both low frequency and RF analog circuits. Also, as testing is based on frequency-domain characteristics, nonlinear characteristics like intermodulation products can also be evaluated. Specifically, practical results were obtained for prototyped base band filters and a 100MHz mixer. The application of the converter for noise figure evaluation was also addressed, and experimental results for low frequency amplifiers using conventional opamps were obtained. The proposed method is able to enhance the testability of current mixed-signal designs, being suitable for the SoC environment used in many industrial products nowadays.