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1

Anghileri, Davide. „Using Player Modeling to Improve Automatic Playtesting“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-232059.

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In this thesis we present two approaches to improve automatic playtesting using player modeling. By modeling various cohorts of players we are able to train Convolutional Neural Network based agents that simulate human gameplay using different strategies directly learnt from real player data. The goal is to use the developed agents to predict useful metrics of newly created game content. We validated our approaches using the game Candy Crush Saga, a non-deterministic match-three puzzle game with a huge search space and more than three thousand levels available. To the best of our knowledge this is the first time that player modeling is applied in a match-three puzzle game. Nevertheless, the presented approaches are general and can be extended to other games as well. The proposed methods are compared to a baseline approach that simulates gameplay using a single strategy learnt from random gameplay data. Results show that by simulating different strategies, our approaches can more accurately predict the level difficulty, measured as the players’ success rate, on new levels. Both the approaches improved the mean absolute error by 13% and the mean squared error by approximately 23% when predicting with linear regression models. Furthermore, the proposed approaches can provide useful insights to better understand the players and the game.
I denna uppsats presenterar vi två tillvägagångssätt för att förbättra automatisk speltestning genom modellering av spelare. Genom att modellera olika grupper av spelare kunde vi träna Convolutional Neural Network-baserade agenter för att simulera mänskligt spelande med hjälp av olika strategier som är lärda direkt från mänsklig spelardata. Målet är att använda de utvecklade agenterna för att förutsäga användbar metrik av nyskapat spelinnehåll. Vi validerade vårt tillvägagångssätt genom Candy Crush Saga, ett icke-deterministiskt 3-matchnings pusselspel med mer än tre tusen nivåer. Detta är första gången som spelarmodellering appliceras på ett 3-matchnings pusselspel. De presenterade tillvägagångssätten är mer generella och kan utökas till andra spel. De föreslagna tillvägagångssätten är jämförda med ett tillvägagångssätt som simulerar spelande genom en strategi som är lärd direkt från slumpmässig mänsklig spelardata. Resultatet visar att vårt tillvägagångssätt, genom simulering av olika strategier är, mer exakt för att förutsäga spelarens svårighet, mätt genom spelarens framgång, på nya nivåer. Båda tillvägagångssätten förbättrade mean absolute error med 13% och mean squared error med ungefär 23%. Dessutom kan de föreslagna tillvägagångssätten ge en användbar insikt för att bättre förstå spelarna och spelet.
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Malkan, Nelson Anna. „Messages in games and player backgroundA player study about modeling and conveying emotional states through game rules and mechanics : A player study about modeling and conveying emotional states through game rules and mechanics“. Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-414365.

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Games can be used to convey meaning and communicate messages. While there is ample research on games' expressive capacities, how players' backgrounds impact game interpretation has thus far been under-explored.  This study explores this gap by way of testing an expressive game and discerns if there is a relationship between how people experience a game and their personal background and current state of mind. To engage this question, we conducted a player study. We developed the abstract, metaphorical game “Lorn” intended for this purpose. The game together with an online survey, intended to assess players' background and state of mind, was distributed to potential participants. After having played the game, the participants shared their interpretation of the message in the game and their experiences and feelings they experienced while playing. 15 people participated in the player study. The result indicates there are differences in how people interpret a message depending on their personal background and their current state of mind.
Spel kan användas för att förmedla både budskap och mening. Trots att det finns omfattande forskning på hur man kan uttrycka sig med spel, så är forskning kring hur spelares bakgrund påverkar deras tolkning bristfällig. Den här studien utforskar detta genom att testa ett “expressivt spel” och urskilja om det finns någon koppling mellan hur människor upplever ett spel och deras personliga bakgrund och sinnesstämning. Vi utförde en spelarstudie för att undersöka den här frågan. För detta ändamål utvecklade vi det abstrakta, metaforiska spelet “Lorn”. Tillsammans med en online enkät, som ämnade att ta reda på spelarnas bakgrund och sinnesstämning, distribuerade vi spelet till potentiella deltagare. Efter att ha spelat spelet delgav deltagarna sina tolkningar av betydelsen, sina upplevelser av Lorn, och vilka känslor de kände när de spelade spelet. 15 personer deltog i studien. Våra resultat indikerar att det finns skillnader i hur människor tolkar budskap beroende på deras personliga bakgrund och sinnesstämning.
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3

Lim, Chong-U. „Modeling player self-representation in multiplayer online games using social network data“. Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/82409.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (p. 101-105).
Game players express values related to self-expression through various means such as avatar customization, gameplay style, and interactions with other players. Multiplayer online games are now often integrated with social networks that provide social contexts in which player-to-player interactions take place, such as conversation and trading of virtual items. Building upon a theoretical framework based in machine learning and cognitive science, I present results from a novel approach to modeling and analyzing player values in terms of both preferences in avatar customization and patterns in social network use. To facilitate this work, I developed the Steam-Player- Preference Analyzer (Steam-PPA) system, which performs advanced data collection on publicly available social networking profile information. The primary contribution of this thesis is the AIR Toolkit Status Performance Classifier (AIR-SPC), which uses machine learning techniques including k-means clustering, natural language processing (NLP), and support vector machines (SVM) to perform inference on the data. As an initial case study, I use Steam-PPA to collect gameplay and avatar customization information from players in the popular, and commercially successful, multi-player first-person-shooter game Team Fortress 2 (TF2). Next, I use AIR-SPC to analyze the information from profiles on the social network Steam. The upshot is that I use social networking information to predict the likelihood of players customizing their profile in several ways associated with the monetary values of their avatars. In this manner I have developed a computational model of aspects of players' digital social identity capable of predicting specific values in terms of preferences exhibited within a virtual game-world.
by Chong-U Lim.
S.M.
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4

Loria, Enrica. „Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification“. Doctoral thesis, Università degli studi di Trento, 2004. http://hdl.handle.net/11572/299790.

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Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out of their comfort zone. Gamification was conceived to reverse the situation by turning those activities into fun and entertaining actions exploiting game-like elements. In practice, however, many challenges arise. Gameful environments cannot satisfy every player's preference and motivational need with a one-fits-all strategy. However, meeting players' motivational affordances can provide intrinsic rewards rather than extrinsic (e.g., points and badges). Producing intrinsic rewards is desirable as they are more likely to foster long-term retention than the extrinsic counterpart. Therefore, gamified systems should be designed to learn and understand players' preferences and motivational drivers to generate specific adaptation strategies for each player. Those adaptation strategies govern the procedural generation of personalized game elements - examples are task difficulty, social-play versus solo-play, or aesthetic tools. However, an appropriate personalization requires intelligent and effective player profiling mechanisms. Player profiles can be retrieved through the analysis of telemetry data, and thus in-game behaviors. In this project, we studied players' individual and social behaviors to understand their personalities and identities within the game. Specifically, we analyzed data from an open-world, persuasive, gamified system: Play&Go. Play&Go implements game-like mechanics to instill more ecological transportation habits among its users. The gamified app offers various ways for players to interact with the game and among one another. Despite Play&Go being one of the few examples of gamification implementing more diverse game mechanics than solely points and leaderboards, it still does not reach the complexity of AAA entertainment games. Thus, it limits the applicability of an in-depth analysis of players' behaviors, constrained by the type of available features. Yet, we argue that gameful systems still provide enough information to allow content adaptation. In this work, we study players' in-game activity from different perspectives to explore gamification's potential. Towards this, we analyzed telemetry data to (1) learn from players' activity, (2) extract their profiles, and (3) understand social dynamics in force within the game. Our results show how players' experience in gamified systems is closer to games than expected, especially in social environments. Hence, telemetry data is a precious source of knowledge also in gamification and can help retain information on players' churn, preferences, and social influence. Finally, we propose a modular theoretical framework for adaptive gamification to generate personalized content designed to learn players' preferences iteratively.
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5

Loria, Enrica. „Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification“. Doctoral thesis, Università degli studi di Trento, 2021. http://hdl.handle.net/11572/299790.

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Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out of their comfort zone. Gamification was conceived to reverse the situation by turning those activities into fun and entertaining actions exploiting game-like elements. In practice, however, many challenges arise. Gameful environments cannot satisfy every player's preference and motivational need with a one-fits-all strategy. However, meeting players' motivational affordances can provide intrinsic rewards rather than extrinsic (e.g., points and badges). Producing intrinsic rewards is desirable as they are more likely to foster long-term retention than the extrinsic counterpart. Therefore, gamified systems should be designed to learn and understand players' preferences and motivational drivers to generate specific adaptation strategies for each player. Those adaptation strategies govern the procedural generation of personalized game elements - examples are task difficulty, social-play versus solo-play, or aesthetic tools. However, an appropriate personalization requires intelligent and effective player profiling mechanisms. Player profiles can be retrieved through the analysis of telemetry data, and thus in-game behaviors. In this project, we studied players' individual and social behaviors to understand their personalities and identities within the game. Specifically, we analyzed data from an open-world, persuasive, gamified system: Play&Go. Play&Go implements game-like mechanics to instill more ecological transportation habits among its users. The gamified app offers various ways for players to interact with the game and among one another. Despite Play&Go being one of the few examples of gamification implementing more diverse game mechanics than solely points and leaderboards, it still does not reach the complexity of AAA entertainment games. Thus, it limits the applicability of an in-depth analysis of players' behaviors, constrained by the type of available features. Yet, we argue that gameful systems still provide enough information to allow content adaptation. In this work, we study players' in-game activity from different perspectives to explore gamification's potential. Towards this, we analyzed telemetry data to (1) learn from players' activity, (2) extract their profiles, and (3) understand social dynamics in force within the game. Our results show how players' experience in gamified systems is closer to games than expected, especially in social environments. Hence, telemetry data is a precious source of knowledge also in gamification and can help retain information on players' churn, preferences, and social influence. Finally, we propose a modular theoretical framework for adaptive gamification to generate personalized content designed to learn players' preferences iteratively.
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6

Loria, Enrica. „Alone with Company: Studying Individual and Social Players' In-game Behaviors in Adaptive Gamification“. Doctoral thesis, Università degli studi di Trento, 2021. http://hdl.handle.net/11572/299790.

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Humans procrastinate and avoid performing activities that they deem dull, repetitive, and out of their comfort zone. Gamification was conceived to reverse the situation by turning those activities into fun and entertaining actions exploiting game-like elements. In practice, however, many challenges arise. Gameful environments cannot satisfy every player's preference and motivational need with a one-fits-all strategy. However, meeting players' motivational affordances can provide intrinsic rewards rather than extrinsic (e.g., points and badges). Producing intrinsic rewards is desirable as they are more likely to foster long-term retention than the extrinsic counterpart. Therefore, gamified systems should be designed to learn and understand players' preferences and motivational drivers to generate specific adaptation strategies for each player. Those adaptation strategies govern the procedural generation of personalized game elements - examples are task difficulty, social-play versus solo-play, or aesthetic tools. However, an appropriate personalization requires intelligent and effective player profiling mechanisms. Player profiles can be retrieved through the analysis of telemetry data, and thus in-game behaviors. In this project, we studied players' individual and social behaviors to understand their personalities and identities within the game. Specifically, we analyzed data from an open-world, persuasive, gamified system: Play&Go. Play&Go implements game-like mechanics to instill more ecological transportation habits among its users. The gamified app offers various ways for players to interact with the game and among one another. Despite Play&Go being one of the few examples of gamification implementing more diverse game mechanics than solely points and leaderboards, it still does not reach the complexity of AAA entertainment games. Thus, it limits the applicability of an in-depth analysis of players' behaviors, constrained by the type of available features. Yet, we argue that gameful systems still provide enough information to allow content adaptation. In this work, we study players' in-game activity from different perspectives to explore gamification's potential. Towards this, we analyzed telemetry data to (1) learn from players' activity, (2) extract their profiles, and (3) understand social dynamics in force within the game. Our results show how players' experience in gamified systems is closer to games than expected, especially in social environments. Hence, telemetry data is a precious source of knowledge also in gamification and can help retain information on players' churn, preferences, and social influence. Finally, we propose a modular theoretical framework for adaptive gamification to generate personalized content designed to learn players' preferences iteratively.
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7

Mathema, Najma. „Predicting Plans and Actions in Two-Player Repeated Games“. BYU ScholarsArchive, 2020. https://scholarsarchive.byu.edu/etd/8683.

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Artificial intelligence (AI) agents will need to interact with both other AI agents and humans. One way to enable effective interaction is to create models of associates to help to predict the modeled agents' actions, plans, and intentions. If AI agents are able to predict what other agents in their environment will be doing in the future and can understand the intentions of these other agents, the AI agents can use these predictions in their planning, decision-making and assessing their own potential. Prior work [13, 14] introduced the S# algorithm, which is designed as a robust algorithm for many two-player repeated games (RGs) to enable cooperation among players. Because S# generates actions, has (internal) experts that seek to accomplish an internal intent, and associates plans with each expert, it is a useful algorithm for exploring intent, plan, and action in RGs. This thesis presents a graphical Bayesian model for predicting actions, plans, and intents of an S# agent. The same model is also used to predict human action. The actions, plans and intentions associated with each S# expert are (a) identified from the literature and (b) grouped by expert type. The Bayesian model then uses its transition probabilities to predict the action and expert type from observing human or S# play. Two techniques were explored for translating probability distributions into specific predictions: Maximum A Posteriori (MAP) and Aggregation approach. The Bayesian model was evaluated for three RGs (Prisoners Dilemma, Chicken and Alternator) as follows. Prediction accuracy of the model was compared to predictions from machine learning models (J48, Multi layer perceptron and Random Forest) as well as from the fixed strategies presented in [20]. Prediction accuracy was obtained by comparing the model's predictions against the actual player's actions. Accuracy for plan and intent prediction was measured by comparing predictions to the actual plans and intents followed by the S# agent. Since the plans and the intents of human players were not recorded in the dataset, this thesis does not measure the accuracy of the Bayesian model against actual human plans and intents. Results show that the Bayesian model effectively models the actions, plans, and intents of the S# algorithm across the various games. Additionally, the Bayesian model outperforms other methods for predicting human actions. When the games do not allow players to communicate using so-called “cheap talk”, the MAP-based predictions are significantly better than Aggregation-based predictions. There is no significant difference in the performance of MAP-based and Aggregation-based predictions for modeling human behavior when cheaptalk is allowed, except in the game of Chicken.
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8

Yu, Hong. „A data-driven approach for personalized drama management“. Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/53851.

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An interactive narrative is a form of digital entertainment in which players can create or influence a dramatic storyline through actions, typically by assuming the role of a character in a fictional virtual world. The interactive narrative systems usually employ a drama manager (DM), an omniscient background agent that monitors the fictional world and determines what will happen next in the players' story experience. Prevailing approaches to drama management choose successive story plot points based on a set of criteria given by the game designers. In other words, the DM is a surrogate for the game designers. In this dissertation, I create a data-driven personalized drama manager that takes into consideration players' preferences. The personalized drama manager is capable of (1) modeling the players' preference over successive plot points from the players' feedback; (2) guiding the players towards selected plot points without sacrificing players' agency; (3) choosing target successive plot points that simultaneously increase the player's story preference ratings and the probability of the players selecting the plot points. To address the first problem, I develop a collaborative filtering algorithm that takes into account the specific sequence (or history) of experienced plot points when modeling players' preferences for future plot points. Unlike the traditional collaborative filtering algorithms that make one-shot recommendations of complete story artifacts (e.g., books, movies), the collaborative filtering algorithm I develop is a sequential recommendation algorithm that makes every successive recommendation based on all previous recommendations. To address the second problem, I create a multi-option branching story graph that allows multiple options to point to each plot point. The personalized DM working in the multi-option branching story graph can influence the players to make choices that coincide with the trajectories selected by the DM, while gives the players the full agency to make any selection that leads to any plot point in their own judgement. To address the third problem, the personalized DM models the probability that the players transitioning to each full-length stories and selects target stories that achieve the highest expected preference ratings at every branching point in the story space. The personalized DM is implemented in an interactive narrative system built with choose-your-own-adventure stories. Human study results show that the personalized DM can achieve significantly higher preference ratings than non-personalized DMs or DMs with pre-defined player types, while preserve the players' sense of agency.
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9

Correia, J. Steve. „Agent-based target detection in 3-dimensional environments“. Thesis, Monterey, California. Naval Postgraduate School, 2005. http://hdl.handle.net/10945/2300.

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Approved for public release, distribution is unlimited
Visual perception modeling is generally weak for game AI and computer generated forces (CGF), or agents, in computer games and military simulations. Several tricks and shortcuts are used in perceptual modeling. The results are, under certain conditions, unrealistic behaviors that negatively effect user immersion in games and call into question the validity of calculations in fine resolution military simulations. By determining what the computer-generated agent sees using methods similar to that used to generate the human players' screen view in 3- D virtual environments, we hope to present a method that can more accurately model human visual perception, specifically the major problem of a entity "hiding in plain sight"
Lieutenant, United States Navy
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10

Vallim, Rosane Maria Maffei. „Mineração de fluxos contínuos de dados para jogos de computador“. Universidade de São Paulo, 2013. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-30082013-101303/.

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Um dos desafios da Inteligência Artificial aplicada em jogos é o aprendizado de comportamento, em que o objetivo é utilizar estatísticas obtidas da interação entre jogador e jogo de modo a reconhecer características particulares de um jogador ou monitorar a evolução de seu comportamento no decorrer do tempo. A maior parte dos trabalhos na área emprega modelos previamente aprendidos, por meio da utilização de algoritmos de Aprendizado de Máquina. Entretanto, são poucos os trabalhos que consideram que o comportamento de um jogador pode evoluir no tempo e que, portanto, reconhecer quando essas mudanças ocorrem é o primeiro passo para produzir jogos que se adaptam automaticamente às capacidades do jogador. Para detectar variações comportamentais em um jogador, são necessários algoritmos que processem dados de modo incremental. Esse pré-requisito motiva o estudo de algoritmos para detecção de mudanças da área de Mineração em Fluxos Contínuos de Dados. Entretanto, algumas das características dos algoritmos disponíveis na literatura inviabilizam sua aplicação direta ao problema de detecção de mudança em jogos. Visando contornar essas dificuldades, esta tese propõe duas novas abordagens para detecção de mudanças de comportamento. A primeira abordagem é baseada em um algoritmo incremental de agrupamento e detecção de novidades que é independente do número e formato dos grupos presentes nos dados e que utiliza um mecanismo de janela deslizante para detecção de mudanças de comportamento. A segunda abordagem, por outro lado, é baseada na comparação de janelas de tempo consecutivas utilizando espectrogramas gerados a partir dos dados contidos em cada janela. Os resultados experimentais utilizando simulações e dados de jogos comerciais indicam a aplicabilidade dos algoritmos propostos na tarefa de detecção de mudanças de comportamento de um jogador, assim como mostram sua vantagem em relação a outros algoritmos para detecção de mudança disponíveis na literatura
One of the challenges of Artificial Intelligence applied to games is behavior learning, where the objective is to use statistics derived from the interaction between the player and the game environment in order to recognize particular player characteristics or to monitor the evolution of a players behavior along time. The majority of work developed in this area applies models that were previously learned through the use of Machine Learning techniques. However, only a few pieces of work consider that the players behavior can evolve over time and, therefore, recognizing when behavior changes happen is the first step towards the production of games that adapt to the players needs. In order to detect changes in the behavior of a player, incremental algorithms are necessary, what motivates the study of change detection algorithms from the area of Data Stream Mining. However, some of the characteristics of the algorithms available in the literature make their application to the task of change detection in games unfeasible. To overcome these difficulties, this work proposes two new approaches for change detection. The first approach is based on an incremental clustering and novelty detection algorithm which is independent of the number and format of clusters and uses a mechanism for change detection based on sliding windows. The second approach, on the other hand, is based on the comparison of consecutive time windows using spectrograms created from the data inside each window. Experimental results using simulations and data from commercial games indicate the applicability of the proposed algorithms in the task of detecting a players changing behavior, as well as present their advantage when compared to other change detection algorithms available in the literature
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Mealing, Richard Andrew. „Dynamic opponent modelling in two-player games“. Thesis, University of Manchester, 2015. https://www.research.manchester.ac.uk/portal/en/theses/dynamic-opponent-modelling-in-twoplayer-games(def6e187-156e-4bc9-9c56-9a896b9f2a42).html.

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This thesis investigates decision-making in two-player imperfect information games against opponents whose actions can affect our rewards, and whose strategies may be based on memories of interaction, or may be changing, or both. The focus is on modelling these dynamic opponents, and using the models to learn high-reward strategies. The main contributions of this work are: 1. An approach to learn high-reward strategies in small simultaneous-move games against these opponents. This is done by using a model of the opponent learnt from sequence prediction, with (possibly discounted) rewards learnt from reinforcement learning, to lookahead using explicit tree search. Empirical results show that this gains higher average rewards per game than state-of-the-art reinforcement learning agents in three simultaneous-move games. They also show that several sequence prediction methods model these opponents effectively, supporting the idea of using them from areas such as data compression and string matching; 2. An online expectation-maximisation algorithm that infers an agent's hidden information based on its behaviour in imperfect information games; 3. An approach to learn high-reward strategies in medium-size sequential-move poker games against these opponents. This is done by using a model of the opponent learnt from sequence prediction, which needs its hidden information (inferred by the online expectation-maximisation algorithm), to train a state-of-the-art no-regret learning algorithm by simulating games between the algorithm and the model. Empirical results show that this improves the no-regret learning algorithm's rewards when playing against popular and state-of-the-art algorithms in two simplified poker games; 4. Demonstrating that several change detection methods can effectively model changing categorical distributions with experimental results comparing their accuracies to empirical distributions. These results also show that their models can be used to outperform state-of-the-art reinforcement learning agents in two simultaneous-move games. This supports the idea of modelling changing opponent strategies with change detection methods; 5. Experimental results for the self-play convergence to mixed strategy Nash equilibria of the empirical distributions of plays of sequence prediction and change detection methods. The results show that they converge faster, and in more cases for change detection, than fictitious play.
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12

Cowley, Benjamin Ultan. „Player profiling and modelling in computer and video games“. Thesis, University of Ulster, 2009. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.529512.

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13

Gonen, Ozgur. „Modeling planar 3-valence meshes“. Texas A&M University, 2007. http://hdl.handle.net/1969.1/85883.

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In architectural and sculptural practice, the eventual goal is constructing the shapes that have been designed. Due to fabrication considerations, shapes with planar faces are in demand for these practices. In this thesis, a novel computational modeling approach to design constructible shapes is introduced. This method guarantees that the resulting shapes are planar meshes with 3-valence vertices, which can always be physically constructed using planar or developable materials such as glass, sheet metal or plywood. The method introduced is inspired by the traditional sculpture and is based on the idea of carving a mesh by using slicing planes. The process of determining the slicing planes can either be interactive or automated. A framework is developed which allows user to sculpt shapes by using the in- teractive and automated processes. The framework allows user to cut a source mesh based on its edges, faces or vertices. The user can sculpt various kinds of developable surfaces by cutting the parallel edges of the mesh. The user can also introduce in- teresting conical patterns by cutting dierent vertex, edge, face combinations of the mesh.
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Bauza, Villalonga Maria. „Probabilistic modeling of planar pushing“. Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118739.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Mechanical Engineering, 2018.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 65-68).
This work studies the problem of data-driven modeling and stochastic filtering of complex dynamical systems. The main contributions are GP-SUM, a filtering algorithm tailored to systems expressed as Gaussian processes (GP), and the probabilistic modeling of planar pushing by combining input-dependent GPs and GP-SUM. The main advantages of GP-SUM for filtering are that it does not rely on linearizations or unimodal Gaussian approximations of the belief. Moreover, it can be seen as a combination of a sampling-based filter and a probabilistic Bayes filter as GP-SUM operates by sampling the state distribution and propagating each sample through the dynamic system and observation models. Effective sampling and accurate probabilistic propagation are possible by relying on the GP form of the system, and a Gaussian mixture form of the belief. In this thesis we show that GP-SUM outperforms several GP-Bayes and Particle Filters on a standard benchmark. To characterize the dynamics of pushing, we use input-dependent GPs to learn the motion of the pushed object after a short time step. With this approach we show that we can learn accurate data-driven models that outperform analytical models after less than 100 samples and saturate in performance with less than 1000 samples. We validate the results against a collected dataset of repeated trajectories, and use the learned models to study questions such as the nature of the variability in pushing, and the validity of the quasi-static assumption. Finally, we illustrate how our learned model for pushing can be combined with GP-SUM, and demonstrate that we can predict heteroscedasticity, i.e., different amounts of uncertainty, and multi-modality when naturally occurring in pushing.
by Maria Bauza Villalonga.
S.M.
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15

Peralta, Alguacil Francisco José. „Modelling the Collective Movement of Football Players“. Thesis, Uppsala universitet, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-395941.

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Since the development and rise of different methods for obtaining tracking data from sports games, data analysis has played a very important role in the world of football. With many studies and models having been created for carrying out a posteriori analyses of football games, there is a necessity to take a step forward and include collective motion simulations in these analyses. With this thesis, a new model for computing the optimal positions of football players during an attacking situation is proposed. Three different computational models that quantify paramount aspects of football such as pitch control, pass success probabilities and pass impact will be used as the basis of our simulations. The new developed model built on top of these is able to look forward one or two seconds into the future and predict the optimal positions of the attacking players according to certain simple rules that are set to maximise or minimise different combinations of the mentioned algorithms.
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Yee, Seung Hee. „Three algorithms for planar-patch terrain modeling“. Thesis, Monterey, California. Naval Postgraduate School, 1988. http://hdl.handle.net/10945/23136.

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Providing a simplified model of real terrain has applications to route planning for robotic vehicles and military maneuvers. In this thesis I explore planar-patch surface modeling to represent terrain in a simple and effective way. In planar-patch surface modeling the terrain is subdivided into a set of planar subregions. The homogeneity of the gradient within a planar subregion simplifies calculating the cost of traversing the region, thus simplifying route planning. I have explored three main strategies to model the surface: joint top-down and and bottom-up, strict bottom-up, and presmoothing bottom-up approaches. Results of the algorithms are shown graphically by using the APL and Grafstat packages, verifying their correctness and accuracy.
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Glimmerfors, Tobias, und Ålund Simon Olander. „Modelling Concurrent Programs as Multi-Player Games of Imperfect Information against Nature“. Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-280337.

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Concurrent programs exists all around us. Whether someone is liking a photo on a social media platform or whether someone is doing a bank-transaction, concurrency is acting behind the scenes. Due to the nature of concurrent pro- grams having multiple Users, or Threads, a range of different problems can emerge. Some of these problems stem from the limited knowledge of each Thread. Similar to how people use their knowledge to make decisions in everyday life, a Thread’s knowledge of a program’s state can aid the decision of which action to take. An interesting question is thus whether we can model the knowledge of a concurrent system in order to aid the execution of instructions. In this report we investigate the plausibility of modelling problematic concur- rent programs as games of imperfect information against nature. Successfully modelled programs are analysed from the perspective of each Thread’s distributed knowledge by applying Multi-Player Knowledge Based Subset Construction (MKBSC). In this report we have successfully modelled three different programs that each handle a concurrency-related problem. We have also shown how we can synthesise winning strategies from the knowledge of each Player for two out of three game models.
Distribuerade system finns överallt i vardagen. Allt från en gillad bild på sociala medier till en genomförd banktransaktion är möjliga på grund av distribuerade system. Distribuerade system är system med fler Användare, eller Trådar, som alla arbetar samtidigt. På grund av denna samtidighet, kan en upp- sjö av olika problem uppstå. Vissa av dessa problem grundar sig i att systemets Trådar har begränsad kunskap av hela systemet. Precis som när människor an- vänder sin kunskap för att göra val i vardagen, så kan Trådarnas kunskap bidra till vilka instruktioner som ska utföras. Således finns det en intressant fråge- ställning huruvida man kan modellera Trådarnas kunskap, för att förebygga eventuella problem i distribuerade system. I denna rapport undersöker möjligheten att modellera Trådarnas kunskap i problematiska distribuerade system som spel med imperfekt information mot naturen. De modeller som lyckas framställas analyseras med ambition att redogöra för Trådens distribuerade förståelse genom att applicera Multi-Player Knowledge Based Subset Construction (MKBSC). Vi lyckades modellera tre olika distribuerade program med varsitt problem. Vi kunde utgöra att den kunskap som Trådarna innehade kunde användas för framställandet av vinnande strategier i två av tre modeller.
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Wu, Wen. „Modeling the extrinsic resistance and capacitance of planar and non-planar MOSFETs /“. View abstract or full-text, 2007. http://library.ust.hk/cgi/db/thesis.pl?ECED%202007%20WUW.

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Aronson, Erik. „Modelling reflected polarized light from exoplanetary atmospheres“. Thesis, Uppsala universitet, Institutionen för fysik och astronomi, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-173451.

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I present numerical simulations of intensity and degree of polarization of light reflected by Earth-like exoplanets. The results are presented as a function of wavelength, and for a few different phase angles and a few different points on the planet. At this stage the aim is to show the working code and test a few different set ups of the star-planet system in order to find preferable configurations for observations. Not surprisingly, phase angle 90◦ shows the largest degree of polarization. For beneficial wavelength regions, visual light shows a larger overall degree of polarization, while NIR shows very clear absorption patterns in the degree of polarization, making detection of the atmospheric composition possible.
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Hernández, González Francisco. „Planar Robot Arm Modelling and Control“. Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-14883.

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The thesis objective is to model a one link robotic arm mounted on a sliding mobile platform and to investigate different control strategies under the effect of gravity and external force disturbance. For simplicity the robotic set up can be modelled and controlled as an inverted pendulum moving on a non constant sloping surface. Firstly the control is done on level ground. This lower mathematical complexity will be taken as an advantage to approach the analysis on aspects more related with control theory: several control techniques and observers, steady state error study, etcetera. Afterwards the control is generalized for sloping grounds. This chapter will seek situations closer to reality, the purpose is to design something with practical interests, like model a Segway.
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Cruvellier, Mark R. (Mark Richard). „Planar modelling for tall building structures“. Thesis, McGill University, 1991. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=74627.

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In this thesis, methods are developed for representing in planar computer models the full behaviour of complex three dimensional tall building structural systems. Simple models capable of duplicating the simultaneous bending and torsional response to loading of progressively more complex systems are described and justified. In contrast with previously existing planar techniques, a geometrical approach is used here throughout so that no pre- or post-analysis transformations of structural properties or of analysis results are required. The development culminates in a planar model for the static and dynamic analysis of asymmetrical structures composed of intersecting structural bents whose properties and configurations may vary throughout the height.
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Wang, Shen. „Modeling and Design of Planar Integrated Magnetic Components“. Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/34400.

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Recently planar magnetic technologies have been widely used in power electronics, due to good cooling and ease of fabrication. High frequency operation of magnetic components is a key to achieve high power density and miniaturization. However, at high frequencies, skin and proximity effect losses in the planar windings become significant, and parasitics cannot be ignored. This piece of work deals with the modeling and design of planar integrated magnetic component for power electronics applications. First, one-dimensional eddy current analysis in some simple winding strategies is discussed. Two factors are defined in order to quantify the skin and proximity effect contributions as a function of frequency. For complicated structures, 2D and 3D finite element analysis (FEA) is adopted and the accuracy of the simulation results is evaluated against exact analytical solutions. Then, a planar litz structure is presented. Some definitions and guidelines are established, which form the basis to design a planar litz conductor. It can be constructed by dividing the wide planar conductor into multiple lengthwise strands and weaving these strands in much the same manner as one would use to construct a conventional round litz wire. Each strand is subjected to the magnetic field everywhere in the winding window, thereby equalizing the flux linkage. 3D FEA is utilized to investigate the impact of the parameters on the litz performance. The experimental results verify that the planar litz structure can reduce the AC resistance of the planar windings in a specific frequency range. After that, some important issues related to the planar boost inductor design are described, including core selection, winding configuration, losses estimation, and thermal modeling. Two complete design examples targeting at volume optimization and winding parasitic capacitance minimization are provided, respectively. This work demonstrates that planar litz conductors are very promising for high frequency planar magnetic components. The optimization of a planar inductor involves a tradeoff between volumetric efficiency and low value of winding capacitance. Throughout, 2D and 3D FEA was indispensable for thermal & electromagnetic modeling.
Master of Science
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Na, Nanju. „Modeling and simulation of planes in electronic packages“. Diss., Georgia Institute of Technology, 2001. http://hdl.handle.net/1853/14812.

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Mathis, Andrew Wiley. „Electromagnetic modeling of interconnects incorporating perforated ground planes“. Diss., Georgia Institute of Technology, 1998. http://hdl.handle.net/1853/14822.

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Choppin, Simon Bruce. „Modelling of tennis racket impacts in 3D using elite players“. Thesis, University of Sheffield, 2008. http://etheses.whiterose.ac.uk/12857/.

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The modern era of tennis has seen large changes in racket design and playing style. As regulators of the game, the International Tennis Federation have assumed a role of constant investigation. Recently, impact models have been used to assess the characteristics of various rackets. Whilst existing models are powerful, they are limited in terms of impact position and racket and ball movement. Realistic shot characteristics of 13 elite level players at the 2006 Wimbledon Qualifying Tournament were obtained. Two high speed cameras running at 1,000 frames per second were used to record ball and racket movements within a fully calibrated 2x2x2 in control volume to an accuracy of ±2.5 mm. It was found that players tend to hit a point on the racket stringbed which generates little to no frame vibration. Forehand shots had an outbound ball spin of 800 - 2,200 rpm, ball velocities in the region of 25 - 40 ms'. The results from the player shot analysis were used in the design of a repeatable impact methodology. Nine hundred laboratory based racket/ball impacts were analysed in 3D. A custom racket mount simulated grip torque. The experimental outputs were interpreted using a multi-variate fitting technique. The experimental results were used in model validation. A predictive impact model was developed. When validated against the laboratory and player testing results, the model showed good correlation. The model was used to investigate the effects of shot weighting, movement and accuracy on post-impact ball behaviour. It was found that: Increasing swing action weighting increases the velocity of tip impacts. Increasing weight towards the edge of the racket reduces the penalty for hitting off the racket's longitudinal axis. A `chopping' action generates ball spin. The model developed in this study can be incorporated into existing shot prediction software used by the International Tennis Federation.
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Sjöholm, Henrik. „Pressure Effects in Orifice Cavitation Modeling“. Thesis, Umeå universitet, Institutionen för fysik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-176885.

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In this thesis computational models for cavitating flows around orifice plates has been studied and compared. The goal was to fit a model with experimental data and this was done with some success, although problems with numerical stability, long calculation times and geometry overfitting remain. Cavitation is a complex fluid phenomenon that can occur in pressurized liquid flows. It starts when the liquid pressure is lowered below the boiling pressure and water that undergoes cavitation forms vapor which later implodes violently. This process can cause problems such as noise, vibrations and corrosion in piping systems. Loud noise is a nuisance, however powerful vibrations and corrosion can have serious consequences for the structural integrity of pipes. The for example lessened performance, leakages or even failure. Therefore the minimization of cavitation is often a goal in orifice and piping design. Vattenfall AB, together with Forsmark and Ringhals nuclear plants have studied cavitating flows around orifice plates used for flow limitation. A set of data from laboratory tests made by Vattenfall was used as the basis of analysis. Existing computational models in OpenFOAM were tested and evaluated based on their ability to model the experimental data accurately, as well as their computational performance and stability. The cavitation phenomenon was difficult to simulate using established methods so a new method was created and verified. It is based on the Kunz cavitation model together with Large Eddy Simulations, but with turbulence as a predictor of cavitation. The new computational model will serve as a tool for knowing how to design orifices in the future, so that laboratory experiments will not have to be conducted for each new piping design.
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Caliskan, Fatma. „Electromagnetic Analysis of Planar Layered Structures“. Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/5116.

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ELECTROMAGNETIC ANALYSIS OF PLANAR LAYERED STRUCTURES Fatma Caliskan 169 pages Directed by Dr. Andrew F. Peterson The electrical design of microelectronic devices and their packaging is complicated because of non-ideal attributes of the actual circuit realization. Electromagnetic modeling offers the possibility of accurately predicting the electrical performance of devices and reducing the cost associated with the design process. The proposed research concerns extensions of electromagnetic modeling techniques and their application to microelectronic package design. The method of moments (MoM) is utilized as a technique in modeling and analyzing these designs. Recently, an alternate approach called the locally corrected Nystrm method (LCN) has been applied to solve integral equations in electromagnetics. Recent research suggests that the LCN is well-suited for higher-order implementations and does not require cell-to-cell current continuity in the underlying representation. Thus it may offer advantages over the MoM, especially for problems involving complex 3-D structures. If cell-to-cell continuity is not required, nonconforming meshes may offer simpler geometrical modeling. In this proposal, we consider applying the above techniques to problems in package designs, which often involve multilayer structures, solid or perforated ground planes, embedded passive devices such as capacitors and spiral inductors, and interconnects in horizontal or vertical directions. Several examples will be used to illustrate the modeling.
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Schamberg, Sabine. „Modelling planar cell polarity in Drosophila melanogaster“. Thesis, University of Nottingham, 2009. http://eprints.nottingham.ac.uk/12838/.

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During development, polarity is a common feature of many cell types. One example is the polarisation of whole fields of epithelial cells within the plane of the epithelium, a phenomenon called planar cell polarity (PCP). It is widespread in nature and plays important roles in development and physiology. Prominent examples include the epithelial cells of external structures of insects like the fruit fly Drosophila melanogaster, polarised tissue morphogenesis in vertebrates and sensory hair cells in the vertebrate ear. In this work we focus on the wing and the abdomen of Drosophila, where PCP becomes obvious in the alignment of hairs and bristles. The underlying dynamics are not fully understood yet, but two distinct protein networks centred around the transmembrane proteins Frizzled and Dachsous, respectively, have been shown to play essential roles. We will present and analyse five models for different aspects of the process of planar cell polarisation. The first two models assess the nature of PCP in a generic setting, ensuring that the results are valid for whole classes of PCP models. Models three and four are existing more complex models that include detailed assumptions about the underlying protein interactions of the Frizzled system in the Drosophila wing. Model five considers the Dachsous system in the Drosophila abdomen. We describe the features of the different types of mechanisms and determine the conditions under which they can yield polarity. All five models can establish wild-type polarity for a wide range of parameter values. We find, however, that for model one, three and four an inhomogeneous pattern exists for the same parameter values as the polarised state. Therefore, in these cases either specific initial conditions, which are unlikely in nature, or a global bias are necessary to ensure correct polarisation. Furthermore, we present the effects of clonal clusters of cells on the polarity of the surrounding cells in our models and relate them to the phenotypes observed in experiments. Model one and five show the largest discrepance between the numerical and the experimental results. We discuss the biological relevance of these findings and indicate outstanding questions.
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Gustafsson, Andreas, und Jesper Vallett. „Context-Aware Procedural Content Generation with Player Modelling in Mobile Action Role Playing Game“. Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20530.

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This paper aimed to discover how player satisfaction is affected by context-aware elements based on physical, real-world factors in an action role-playing game. The possibility of utilizing player modelling to counteract the reduction in player empowerment in a game heavily influenced by external factors was also explored. This was accomplished by creating an ARPG heavily integrated with various weather, and daytime, context data obtained from web-based APIs. Followed by conducting qualitative tests with help of eleven participants during a time period of a week. The evaluated results were presented in a manner of relevance for both context-driven applications as a whole, and for further exploration within game developments utilization of state of the art technology.
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Depuru, Mohan Nagendra Karthik. „Modelling jet noise reduction : chevrons and microjets“. Thesis, University of Cambridge, 2014. https://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.708351.

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Ghosh, Ujjal. „One dimensional modeling of planar solid oxide fuel cell“. Ohio : Ohio University, 2005. http://www.ohiolink.edu/etd/view.cgi?ohiou1177438858.

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YODER, DENNIS ALLEN. „ALGEBRAIC REYNOLDS STRESS MODELING OF PLANAR MIXING LAYER FLOWS“. University of Cincinnati / OhioLINK, 2005. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1115637717.

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33

Zhou, Gui-Rong Li Xun. „Design, modeling and simulation of planar waveguide wavelength demultiplexers“. *McMaster only, 2006.

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34

Robinson, Matthew. „Development of planar technology for focal planes of future radio to sub-millimetre astronomical instruments“. Thesis, University of Manchester, 2017. https://www.research.manchester.ac.uk/portal/en/theses/development-of-planar-technology-for-focal-planes-of-future-radio-to-submillimetre-astronomical-instruments(dd2876aa-ff1a-4ae7-903f-a8228f3fc85f).html.

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Receiver systems utilising planar technologies are prevalent in telescopes observing at radio to sub-millimetre wavelengths. Receiver components using planar technologies are generally smaller, have reduced mass and are cheaper to manufacture than waveguide-based alternatives. Given that modern-day detectors are capable of reaching the fundamental photon noise limit, increases in the sensitivity of telescopes are frequently attained by increasing the total number of detectors in the receivers. The development of components utilising planar technologies facilitates the demand for large numbers of detectors, whilst minimising the size, mass and manufacturing cost of the receiver. After a review and study of existing concepts in radio to sub-mm telescopes and their receivers, this thesis develops planar components that couple the radiation from the telescope's optics onto the focal plane. Two components are developed; a W- band (75-110 GHz) planar antenna-coupled flat mesh lens designed for the receiver of a Cosmic Microwave Background (CMB) B-mode experiment, and an L-band (1- 2 GHz) horn-coupled planar orthomode transducer designed for the receiver of the FAST telescope. The first developments of a planar antenna-coupled flat mesh lens are presented. The design is driven by the requirement to mitigate beam systematics to prevent pollution of the CMB B-mode signal. In the first instance, a waveguide-coupled mesh lens is characterised. The radiation patterns of the waveguide-coupled mesh lens have -3 dB beam widths between 26 and 19 degrees, beam ellipticity <10%, and cross-polarisation.
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Wang, Xinyi. „Advanced measurement for sports surface system behaviour under mechanical and player loading“. Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/13644.

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This research project has investigated the mechanical behaviour of artificial turf surface systems used for sports under a range of real player movements, and the contribution of component layers to the overall system response by developing advanced measurement systems and methods. Artificial turf surface systems are comprised of a number of different materials and commonly with several layers, all of which contribute to their composite behaviour. During sports movements a player loads the surface, resulting in deformation that can change the surface behaviour, which in turn modifies the player biomechanical response. Improving the understanding of surface response to actual player loading is important for developing enhanced products for improving play performance. Likewise, by improving knowledge of surface effects on players, the understanding of injury risk can be improved. However, there is currently no published research to measure and analyse the behaviour of artificial turf system during real player locomotion. This research was undertaken to address this current lack of knowledge within the interaction between player and sports surface regarding the effects of player loading on the mechanical behaviour of artificial turf systems. In addition to support player loading regime, mechanical behaviour of hockey and third generation artificial turf surface systems and their component shockpad layers (a rubber shreds bonded shockpad and a polyurethane foam shockpad) was examined through dynamic cyclic compressive loading using an advanced material testing machine in laboratory environment. Each layer and carpet-shockpad system was subjected to controlled loading designed with previous biomechanical data at various loading frequencies (0.9 Hz, 3.3 Hz and 10 Hz) and under two different contact areas (50 mm and 125 mm diameter) to simulate aspects of player walking, running and sprinting. All layers and surface systems tested showed nonlinear stress-strain behaviour with hysteresis. Increasing the contact area resulted in reduced surface vertical deflection and more linear response. Increasing the loading frequency led to stiffer response in the lower stress range (< 400 kPa) for all surface systems. The third generation artificial turf systems showed also an increase in stiffness at higher stress range ( > 600 kPa) and a decrease in maximum strain as the loading frequency increased. Hysteresis loops obtained at different loading frequencies indicated that the amount of energy lost at the same peak load of 1900 N in each surface system decreased with an increase in loading rate. Player loading regime was performed to quantify the load/stress and the resulting surface deformation/strain under subject loading. Measurement systems including motion capture system, force plate and high speed were developed to characterise the response behaviour in a novel way. The mechanical behaviour of artificial turf surface systems under three player movement patterns (heel-toe walking, forefoot running and forefoot single leg landing) was measured. Boot-surface contact area of each movement varied during the stance. The heel-toe walking results indicated that the maximum applied stress and surface strain occurred in very early stance (first 10%) when the boot-surface contact area was small. For forefoot running and landing, the peak surface strain occurred around mid-stance concurrent with the time of peak applied stress. The maximum strain measured under running was smaller than under landing. A thin-film pressure sensing mat was used in both mechanical and player loading regimes and proved to be a useful tool for evaluating the pressure distributions and contact areas at different interfaces of the surface system. The applied stress on surface was observed to greatly reduce with depth over increasing contact area through the surface systems. Although the average pressure was reduced, pressure distribution contour showed directly under the surface load area the pressure at depth was still relatively large and that outside of this area the pressure was much lower. A comparison of the mechanical behaviour of artificial turf systems in terms of compressive strain, modulus of elasticity, stress distribution and energy loss under mechanical and player loading was evaluated. Key loading parameters in different loading regimes and their influence on surface system response were determined. The structure and material intrinsic properties of shockpad were considered to further explain the observed surface system behaviour. Two mathematical models were used to fit through the experimental data and found to be able to describe the loading behaviour. A breakthrough in understanding of the effects of real player loading on the mechanical behaviour response of artificial turf systems, and the contribution of the components to the whole system response has been achieved through the development of advanced measurement techniques.
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Harvey, David Robert. „Neural network modelling of a planar walking biped“. Thesis, University of Portsmouth, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.422899.

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Sandells, Jamie Ian. „Mathematical modelling of planar solid oxide fuel cells“. Thesis, University of Birmingham, 2014. http://etheses.bham.ac.uk//id/eprint/4908/.

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In this thesis we construct a series of mathematical models from first principles to examine the advection, diffusion and reactions of species within a planar Solid Oxide Fuel Cell (SOFC). We reduce the complexity of an SOFC to flow and reaction across a flat, impermeable plate and begin by establishing a simplistic model for the incompressible, isothermal flow and reaction of hydrogen. Throughout the thesis we seek to extend this initial model by adding appropriate levels of complexity such as alternative fuels, compressibility and thermal effects. In establishing solutions to these models we use a series of analytical techniques. We adopt the concept of boundary-layer flow and self similarity to simplify the model equations into a form where we can obtain analytical and efficient numerical solutions. We also utilise asymptotics to examine and validate the model around regions of singularities within the flow. Within each model we have examined the electrical performance of the cell and in some cases we have validated these results with existing experimental data.
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Kokkinos, Filis-Triantaphyllos T. „Three-dimensional layerwise modeling of layered media with boundary integral equations“. Diss., This resource online, 1995. http://scholar.lib.vt.edu/theses/available/etd-02132009-170805/.

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Cui, Han. „Modeling, Implementation, and Simulation of Two-Winding Plate Inductor“. Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/78301.

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Design of magnetic component is a key factor in achieving high frequency, high power-density converters. Planar magnetics are widely used in bias power supplies for the benefits of low profile and their compatibility with printed-circuit boards (PCB). The coupled inductors with winding layers sandwiched between two core plates are studied in this dissertation in order to model the self-inductance, winding loss, and core loss. The most challenging task for the plate-core inductor is to model the magnetic field with finite core dimensions, very non-uniform flux pattern, and large fringing flux. The winding is placed near the edge of the core to maximize the energy within the limited footprint and the amount of energy stored outside the core volume is not negligible. The proportional-reluctance, equal-flux (PREF) model is developed to build the contours with equal amount of flux by governing the reluctance of the flux path. The shapes of the flux lines are modeled by different functions that guided by the finite-element simulation (FES). The field from the flux lines enables calculation of inductance, winding loss, and core loss, etc. The inductance matrix including self-inductance and mutual inductance of a coupled inductor is important for circuit simulation and evaluation. The derivation of the inductance matrix of inductors with plate-core structure is described in Chapter 2. Two conditions are defined as common-mode (CM) field and differential-mode (DM) field in order to compute the matrix parameters. The proportional-reluctance, equal-flux (PREF) model introduced is employed to find the CM field distribution, and the DM field distribution is found from functions analogous to that of a solenoid's field. The inductance calculated are verified by flex-circuit prototypes with various dimensions, and the application of the inductance model is presented at the last with normalized parameters to cover structures within a wide-range. In circuit where coupled inductors are used instead of transformers, the phase shift between the primary and secondary side is not always 180 degrees. Therefore, it is important to model the winding loss for a coupled inductor accurately. The winding loss can be calculated from the resistance matrix, which is independent of excitations but only relates to the frequency and geometry. The methodology to derive the resistance matrix from winding losses of coupled inductors is discussed. Winding loss model with 2D magnetic field is improved by including the additional eddy current loss for better accuracy for the plate-core structures. The resistance matrix calculated from the model is verified by both measurement results and finite-element simulation (FES) of coupled-inductor prototypes. Accurate core loss model is required for designing magnetic components in power converters. Most existing core loss models are based on frequency domain calculation and they cannot be implemented in SPICE simulations. The core loss model in the time domain is discussed in Chapter 5 for arbitrary current excitations. An effective ac flux density is derived to simplify the core loss calculation with non-uniform field distribution. A sub-circuit for core loss simulation is established in LTSPICE that is capable of being integrated to the power stage simulation. Transient behavior and accurate simulation results from the LTSPICE matches very well with the FES results. An equivalent circuit for coupled windings is developed for inductors with significant fringing effect. The equivalent circuit is derived from a physical model that captures the flux paths by having a leakage inductor and two mutual inductors on the primary and secondary side. A mutual resistor is added to each side in parallel with one mutual inductor to model the winding loss with open circuit and phase-shift impact. Two time-varying resistors are employed to represent the core loss in the time-domain. The equivalent circuit is verified by both finite-element simulation (FES) and prototypes fabricated with flexible circuit.
Ph. D.
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Shankar, Ratnambikai. „Erbium/Ytterbium co-doped planar waveguide amplifiers, modeling and fabrication“. Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/MQ60495.pdf.

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Al-Mahdawi, Tareef Ibrahim. „Electromagnetic radiator characterization and modeling through planar near-field measurements“. Thesis, McGill University, 1992. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=70327.

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This thesis deals with the use of planar near-field measurements for characterizing and modeling general electromagnetic radiators, particularly non-directive ones.
Relationships between the measured field on a plane and the equivalent currents on the radiator plane were established. These were used to determine the resolution with which these currents can be mapped. The equivalent currents then serve as a model from which the radiator external field can be calculated. It was shown that significant filtering of measurement errors results from the utilization of such a model. The consequent reduction in errors was estimated.
The behavior of the measurement probe was studied in depth. The two general probe types, wire and aperture, were analyzed, and field extraction formulation and procedure were established.
The techniques developed were applied to the experimental study of three different radiators leading to new information about their behavior. Results show close agreement between the calculated field values from the model and those measured directly.
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Langley, Patrick Tyler. „Finite Element Modeling of Tow-Placed Variable-Stiffness Composite Laminates“. Thesis, Virginia Tech, 1999. http://hdl.handle.net/10919/33476.

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Tow-placement machines have made it possible to manufacture curved-fiber composite tow paths. A composite structure with curved-fiber tow paths can be formed in a manner similar to filament winding. The result is a laminate with spatially varying stiffness and response. This manufacturing method can also result in overlap regions between adjacent tow paths. In previous research, a closed-form solution was developed to determine the response of these variable-stiffness laminates, but the overlap regions were not included in this model. Additionally, the fiber-orientation angle throughout the panel was based on individual fiber path definitions and not tow path definitions. In this thesis, a method of creating a finite element model of tow-placed variable-stiffness composite panels is presented. This method provides a representation of the overlap regions and an accurate model of the fiber-orientation angle change throughout the laminate. The GENESIS finite element analysis and design package is used to solve for the static response of the models created. The results of these analyses compare favorably with the results of the previous research and give some insight into the interaction of the thickness and fiber-orientation variation. Additionally, some of the advanced design capabilities of the finite element modeling method, and some results of those designs are demonstrated.
Master of Science
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43

Hosseini, Shahin. „Modelling of Solid Oxide Fuel Cell - Multi Scaling Modelling of the Planar SOFC“. Thesis, Curtin University, 2011. http://hdl.handle.net/20.500.11937/52961.

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Different perspectives for multi scale modeling of the planar SOFC are presented in this thesis using extensive studies. An improved dynamic plug flow reactor model for physically characterizing the Faradic and electrolyte current densities was developed. A new dynamic tank in series reactor model for accelerating 2D visualization of the steady state and dynamic performances was introduced. Finally, a 3D CFD model was established in collaboration with Ceramic Fuel Cells Ltd. Melbourne.
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44

Robinson, William Hugh. „Modeling and implementation of an integrated pixel processing tile for focal plane systems“. Diss., Available online, Georgia Institute of Technology, 2004:, 2003. http://etd.gatech.edu/theses/available/etd-04072004-180157/unrestricted/robinson%5Fwilliam%5Fh%5F200312%5Fphd.pdf.

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45

Yu, Esther Ler-Yen. „A Numerical Modelling Study of a Planar Holographic Antenna“. Thèse, Université d'Ottawa / University of Ottawa, 2011. http://hdl.handle.net/10393/20123.

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Planar holographic antennas composed of printed dipole or conducting ring elements offer the promise of both low-profile and freedom from the losses associated with conventional printed beamforming networks at Ka-band frequencies and above. While some advances have been made, the aperture efficiencies achieved thus far have been unexpectedly low. These antennas are electrically quite large and materially inhomogeneous, which has prevented their rigorous analysis using computational electromagnetic (CEM). In this thesis we use CEM to study their operation, and point to several (and possibly unavoidable) reasons for the above-mentioned low aperture efficiency.
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46

Sooriyadevan, Pradiv. „The electromagnetic modelling and optimization of planar holographic antennas“. Thesis, University of Ottawa (Canada), 2004. http://hdl.handle.net/10393/26776.

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Antennas based on holographic principles are attractive at millimetre wave frequencies because of their potentially relatively high directivity and low profile. Most published design work on planar holographic antennas has been based on approximate expressions and experimental experience. Little attempt appears to have made to use some computational electromagnetics approach to model these antennas. Thus no numerical optimization has been possible. One aspect that makes the modeling/optimization process difficult is that such planar holographic antennas are electrically large. For instance, in the case of a holographic antenna of directivity 18 dBi, the combined length of the conducting strips on the antennas can be more than 100lambda 0. In this thesis we formulate and implement a two-dimensional electromagnetic analysis that allows one to determine the H-plane radiation characteristics of the holographic antenna. This analysis consists of an integral equation formulation for a line source illuminating a structure consisting of conducting strips and dielectric material, plus feedhorn walls, and its solution using the method of moments. We demonstrate how it can be applied in the modeling of the holographic antennas in question. It is possible to model the holographic antenna's feedhorn, the holographic antenna proper, and its interaction with the feedhorn. In addition, we have integrated the electromagnetic analysis with numerical optimization algorithms, and show what antenna geometries (such as the distribution of conducting strip widths) are obtruded by such algorithms as being optimum in some sense. Experimental validation is provided, and shows that it is possible to improve the gain of the holographic antenna by up to roughly 2 dB.
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47

Pascal, Yoann. „Modelling of a Planar Magnetic Component for PCB-Integration“. Thesis, KTH, Skolan för elektro- och systemteknik (EES), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-187722.

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The trend toward the electrification of functionalities magnifies the part played by power electronic converters, which are continuously expected to deliver more power, at a lower cost, in a smaller volume and always with a high reliability. To this end, high switching frequency integrated converters, and especially Printed-Circuit-Board (PCB) –integrated devices, could embody an interesting paradigm. This however raises new challenges, in particular regarding the need for low-profile, planar, components. This study focuses on a structure of magnetic component made of a PCB placed between two plates of ferro- or ferri-magnetic material. Concentric spirals are printed on the PCB to form the winding(s) of the device. The plates of magnetic material decrease the reluctance of the magnetic path, whilst improving the Electro-Magnetic Compatibility (EMC) of the device by acting as a magnetic shield. A multi-physical modelling of this structure is described in this report. Both the magneto-static and magneto-dynamic are characterised, the electrostatics of the device is estimated, expressions of the core and copper losses are derived, thermal is assessed and some considerations on EMC are drawn.  Finally, a prototype is manufactured and characterised. The measured results are confronted with those obtained using Finite Elements Analysis (FEA) and the derived modelling. An ideality factor is introduced as an estimator of the correlation between the results simulated using FEA and those of the modelling. It appears that, in the somewhat restricted domain of interest, the correlation is satisfying. As for the physical measurements, they differ from the calculated and simulated results mostly due to the limited accuracy of the modelling and to the chosen dimensioning not being ideal enough for the derived modelling to give proper results.
Trenden att elektrifiera diverse funktionaliteter förstärker betydelsen av effektelektroniken, vilken förväntas att kunna hantera högre effekter till lägre kostnad och mindre volym, och med en hög tillförlitlighet. Mot bakgrund av detta är integrerade effektomvandlare med hög switchfrekvens, och speciellt komponenter som integreras i kretskortet, ett mycket intressant utvecklingsområde. Detta innebär emellertid nya utmaningar, speciellt beträffande behovet av nya planara komponenter med låg bygghöjd. Detta arbete fokuserar på en struktur för magnetiska komponenter som bygger på ett kretskort som placeras mellan två skikt av ferro- eller ferrimagnetiska material. Koncentriska spiraler realiseras som lindningar på kretskortet. Skikten med magnetiskt material minskar reluktansen i den magnetiska kretsen, samtidigt som den förbättrar den elektromagnetiska kompatibiliteten (EMC) genom att verka som skärmar. En multifysik-modell av denna struktur beskrivs i denna rapport. Med denna undersöks magnetostatiska, magnetodynamiska och elektrostatiska egenskaper. Dessutom härleds uttryck för kärn- och lindningsförluster samt termiska storheter. Även vissa slutsatser meträffande EMC dras. Slutligen tillverkas och karakteriseras en prototyp. De uppmätta värdena jämförs med värden beräknade med finita-elementanalys och värden erhållna med hjälp av den utvecklade modellen. En idealitetsfaktor införs för kvantifiering av korrelationen mellan värden från modellen och finita-elementanalysen. Det förefaller som om correlationen är tillfredställande inom det något restriktiva arbetsområdet. När det gäller de experimentella resultaten avviker de från de beräknade och simulerade värdena i första hand pga den begränsade noggrannheten i modelleringen och den valda dimensioneringen, som inte var tillräckligt ideal för att modelleringen skulle kunna ge tillräckligt goda resultat.
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48

Rashid, Haroon Ur. „Modelling, implementation and validation of polymeric planar spring mechanisms“. Thesis, University of Warwick, 2014. http://wrap.warwick.ac.uk/70988/.

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This thesis explores, by means of modelling and physical experiments, variant designs for triskelion devices, a type of planar exure mechanism widely considered for use in micro-probe suspensions and, more recently, force transfer artefacts. The accurate measurement of low force is challenging problem that has wide range of force related applications. A lot of attention has been paid worldwide during last decade within and beyond the National Metrology Institutes (NMIs) to measuring low forces. A major concern is how to provide traceability for micro- to nanonewton level forces that is highly reliable and could be used for real machine calibration. The current consensus is that this process requires special secondary standards and novel artefacts to transfer such standards to working systems. The latter provides the motivation for this thesis, which makes the following main contributions. A published linear elastic model has been considerably enhanced and generalised to enable the study of a wide range of variants from the one widely-used design of triskelion device. Triskelion and tetraskelion software programs implement this new model, providing a new tool for computing forces, moments, stress, strain, axial stiffness and torsional stiffness for devices before their fabrication. It has been used to explore widely the sensitivity of the devices to changes in design parameters such as suspension leg geometry and 'elbow' angles. To provide essential physical verification of the practicality of a linear model, a low-cost technique has been developed for making small triskelion test samples. This was used with a new test-rig configuration to measure polymeric triskelion devices under loads in the 1 mN to 1N region with deflections up to around 1 mm. Experiments have determined the onset and characteristics of non-linear spring behaviour in typical devices and have verified the general predictions from the new model. The overall conclusion to be drawn is that at large de ection the spring characteristics follow a cubic law (stiffening). However, during the initial stages of the de ection the linear term dominates over a range that is quite sufficiently wide for practical use as force test artefacts. The polymeric test devices performed well, behaving reasonably closely to predicted values in the linear (model) region. The promising results indicate its prospects for use in low force technology in the future.
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49

Prasai, Anish. „Methodologies for Design-Oriented Electromagnetic Modeling of Planar Passive Power Processors“. Thesis, Virginia Tech, 2006. http://hdl.handle.net/10919/34164.

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The advent and proliferation of planar technologies for power converters are driven in part by the overall trends in analog and digital electronics. These trends coupled with the demands for increasingly higher power quality and tighter regulations raise various design challenges. Because inductors and transformers constitute a rather large part of the overall converter volume, size and performance improvement of these structures can subsequently enhance the capability of power converters to meet these application-driven demands. Increasing the switching frequency has been the traditional approach in reducing converter size and improving performance. However, the increase in switching frequency leads to increased power loss density in windings and core, with subsequent increase in device temperature, parasitics and electromagnetic radiation. An accurate set of reduced-order modeling methodologies is presented in this work in order to predict the high-frequency behavior of inductors and transformers. Analytical frequency-dependent expressions to predict losses in planar, foil windings and cores are given. The losses in the core and windings raise the temperature of the structure. In order to ensure temperature limitation of the structure is not exceeded, 1-D thermal modeling is undertaken. Based on the losses and temperature limitation, a methodology to optimize performance of magnetics is outlined. Both numerical and analytical means are employed in the extraction of transformer parasitics and cross-coupling. The results are compared against experimental measurements and are found to be in good accord. A simple near-field electromagnetic shield design is presented in order to mitigate the amount of radiation. Due to inadequacy of existing winding technology in forming suitable planar windings for PCB application, an alternate winding scheme is proposed which relies on depositing windings directly onto the core.
Master of Science
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50

Li, Changyou. „Electromagnetic modeling and simulation of fiber-reinforced periodically-structured planar laminates“. Thesis, Paris 11, 2015. http://www.theses.fr/2015PA112219/document.

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La thèse porte sur la modélisation électromagnétique et la simulation de composites stratifiés plans (laminés), renforcés par des fibres organisées périodiquement. L'objectif est d'acquérir une bonne compréhension du comportement électromagnétique de telles structures, en première et étape de ce que pourrait ultérieurement être la production d’images mettant en évidence la localisation de zones éventuellement endommagées, et fournissant une certaine quantification de celles-ci. La thèse proprement dite se concentre donc sur la construction et l’évaluation de modèles de la diffraction électromagnétique par des composites multicouches tels que chaque couche est renforcée par des fibres disposées périodiquement.Est d’abord investiguée la diffraction par une plaque diélectrique (mono-couche) au sein de laquelle des fibres cylindriques de section circulaire de même rayon sont incorporées périodiquement, ces fibres ayant la même orientation de leurs axes et la même distance de centre à centre. Un cas bidimensionnel impliquant des ondes planes E ou H-polarisées, ainsi que des faisceaux gaussiens, normalement ou obliquement incidents, est d'abord pris en considération afin de mieux comprendre principes et philosophies des méthodes de choix, le couplage de mode et l'expansion multipolaire. Puis le travail est étendu, la diffraction de la plaque sous un éclairement tridimensionnel (conique) étant alors traitée en détail, ce qui montre aussi le potentiel de la méthodologie mise en œuvre si l’on souhaite obtenir la réponse électromagnétique de la structure à une source ponctuelle.Un composite multicouche, plus courant, mais plus complexe, qui est fait d’un empilement de plaques l'une sur l'autre, est alors étudié. Deux différentes espèces de composites sont ici prises en compte. Pour étudier la première, dont les fibres dans les différentes couches possèdent les mêmes orientations, des méthodes à base de matrices dites S ou dites T sont introduites, impliquant entre autre de s’intéresser à une résolution convenable du système linéaire produit selon le couplage de mode à la transition entre deux couches adjacentes. Une investigation de la deuxième espèce de composites suit alors, pour lequel les fibres au sein des différentes couches sont orientées dans des directions différentes quelconques, ce que permet une extension précautionneuse des approches précédentes. Une certaine attention est également portée au problème de l'homogénéisation des composites, de manière à lier les démarches à petite échelle telles que développées dans la thèse à celles à grande échelle souvent les seules prises en compte dans le contrôle non destructif et l’imagerie des composites stratifiés.De nombreux résultats de simulations numériques sont proposés et validés autant que possible par des résultats de référence de la littérature (notamment dans le cas de cristaux photoniques) et l'utilisation de solveurs « brute-force ». L'accent est aussi mis sur des cas particuliers de matériaux composites (ceux à base de fibres de verre et ceux à base de fibres de carbone) qui sont le plus souvent rencontrés dans les applications pratiques, avec des bandes de fréquences appropriées choisies en accord avec le comportement des fibres, principalement diélectrique ou principalement conducteur
The contribution is about the electromagnetic modeling of fiber-reinforced periodically organized composite laminates. The final goal is to gain a good understanding of their electromagnetic behavior as well as to acquire images that should exhibit the location of possibly damaged zones, and provide some quantification of these zones. The thesis focuses on the scattering of well-organized periodic structures and building up an efficient full-wave computational model for multilayered composites, wherein each layer is reinforced by periodically arranged fibers, which is the first step for further investigation of the disorganized one.The work firstly considered the scattering problem of a slab in which infinite circular fibers, with the same radius, are periodically embedded with the same orientation of their axes and the same center-to-center distance. A 2-dimensional problem with normally and obliquely incident E- and H-polarized plane waves as well as Gaussian beams is firstly considered for understanding the principles and philosophies of the used mode-matching method and multipole expansion. Then the work is extended to the investigation if the scattering of the slab under illumination of a conically incident 3-dimensional electromagnetic wave, which shows the potential of the work for obtaining the response of the structure to a point source.A more practical but complicated multilayered composite, constructed by stacking up the slabs one over the other, is further investigated. Two different composites are taken into account. To study the first composite, with fibers in different layers having the same orientations, T-matrix- and S-matrix-based methods are introduced into the work for solving the linear system produced by mode-matching at the boundaries between two adjacent layers. Then, further investigation of the second kind of composite, wherein the fibers within different layers are orientated into different directions, is carried out by extending the approach properly.Some attention is also given to homogenization issues, so as to link small-scale approaches as developed in the thesis with large-scale ones as often considered in non-destructive testing of composite laminates.Extensive numerical simulations are proposed, validated whenever possible by reference results taken from the literature (notably in the case of photonic crystals) and the use of brute-force solvers. Emphasis is also on special cases of composites (glass-fiber- and graphite-fiber-based ones) as most often faced in practical applications, with appropriate frequency bands in harmony with the dielectric or conductive aspect of the fibers
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