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1

Wenzel, George C. "Experimental graphic design : Lester Beall/SITE /." Online version of thesis, 1989. http://hdl.handle.net/1850/11468.

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2

Neves, Alexandre Anahory da Cruz. "Lux fragil. Um caso de estudo de design gráfico experimental." Master's thesis, Faculdade de Arquitectura de Lisboa, 2011. http://hdl.handle.net/10400.5/4011.

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Tese de Mestrado em Design de Comunicação
Esta investigação pretende estudar a comunicação gráfica em suporte de papel do espaço LuxFrágil. A produção analisada – flyers, panfletos e publicações periódicas – caracteriza-se por uma grande variedade de estilos e por uma constante preocupação em surpeender os públicos-alvo. Procurámos identificar as motivações subjacentes a esta diversidade para indagar o(s) modo(s) de construir a identidade da marca LuxFrágil. Pretendemos compreender o contexto social e cultural que esteve na origem deste conceito de entretenimento nocturno, estabelecendo relações com o seu antecessor natural, o bar Frágil, e a cultura urbana cosmopolita dos anos 80. Neste sentido, revelou-se indespensável caracterizar as motivações e os perfis sociológicas dos frequentadores do LuxFrágil, para que o estudo dos objectos não ficasse reduzido a aspectos estritamente formais. Através da revisão da literatura e de outras ferramentas metodológicas, nomeadamente a observação directa dos materiais que se conservaram nos arquivos do LuxFrágile e depoimentos dos designers directamente implicados, construímos o estado da arte e comprovámos a nossa hipótese. Por fim, mostrámos que a novidade subjacente ao conceito de entretenimento proposto pelo LuxFrágil assenta na forma como difundem os mais diversos tipos de eventos, quer do ponto de vista dos conteúdos, quer do ponto de vista gráfico, e que esse esforço é original e relevante no panorama internacional do design gráfico contemporâneo.
ABSTRACT- This research aspires to study the printed graphic communication of the portuguese nightclub LuxFrágil. The analysed production – flyers, leaflets and magazines – is characterized by a great variety of styles and by the concern to provoke it's target. We tried to identify the motivations behind such diversity and looked into what makes the identity of the LuxFrágil brand. We tried to understand the social and cultural context underlying this concept of urban nocturnal entertainment, establishing connections with its antecessor, the Frágil bar, and the 80's cosmopolitan culture. In this sense it was mandatory to characterize the customers sociological motivations and profile to avoid to reducing this study's scope to a strict formal perspective. Through bibliographic research and other methodological tools, namely direct observation of the graphic items at the LuxFrágil's archives and conversations with the designers involved, we proved our hypothesis. Lastly we proved that the novelty underlying the LuxFrágil entertainment concept rests on how different kinds of events are announced in terms of graphics and content, and that such effort is original and relevant in the contemporary graphic design international panorama.
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3

Ford, Ann. "Typography As Performance: bringing the stage into the design process." VCU Scholars Compass, 2008. http://scholarscompass.vcu.edu/etd/1590.

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Graphic design is historically a visual language consisting of text and image composed for the purposes of sending messages in print format. The voice of graphic design is typography—structuring and arranging letter forms into visual language. Over the past two decades, new communication formats such as motion and interaction have frequently been related to performance. My intention, however, is to explore how performance can influence typography in two and three dimensions, and even in digital environments.
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4

Vanegas-Farfano, Minerva, Ramírez Mónica González, and Guzmán Rodrigo Cantú. "Stress and emotion regulation with graphic activities and expressive narrative." Pontificia Universidad Católica del Perú, 2016. http://repositorio.pucp.edu.pe/index/handle/123456789/99978.

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The present study evaluated instructions in graphic and expressive writing tasks as stress and emotion regulation activity aids. Six experimental groups were composed of thirty university students. Effects were measured with the Mexican versions of the Perceived Stress Scale (PSS) and the Positive and Negative Affect Schedule (PANAS). The groups were similar in  the perceived stress and affect measures in time 1. Results demonstrated positive changes in both variables in time 2,for the intervention groups. The results indicate that it is necessary to evaluate the types of instructions given in experimental and clinical settings.
Se evalúa el impacto de las instrucciones dadas para el uso de actividades gráficas y escritura expresiva como una forma de apoyo en el manejo del estrés y las emociones a partir de seis grupos experimentales con treinta estudiantes universitarios. Los efectos fueron estimados mediante la adaptación mexicana de la Escala de Estrés Percibido y la adaptación de Escala de Afecto Positivo y Negativo. Los grupos fueron similares en su estrés percibido y en emociones en el tiempo 1. Los resultados indican que ambas variables mejoran tras la intervención (tiempo 2), mostrando diferencias entre los grupos. Se concluye que es necesario evaluar el tipo de instrucciones en ambientes experimentales y clínicos considerando estas diferencias.
O propósito do estudo foi avaliar o impacto das instruções dadas para o uso de atividades gráficas e escritura expressiva como uma forma de apoio no controle do estresse e das emoções. A amostra foi formada por trinta estudantes universitários. Deste modo formaram-se seis grupos experimentais, cujos efeitos foram medidos mediante a adaptação mexicana da Escala de Estresse Percebido e a adaptação da Escala de Afeto Positivo e Negativo. Os grupos foram similares no estresse percebido e nas emoções no tempo 1. Os resultados indicam que ambas variáveis melhoram depois da intervenção (tempo 2); mas com diferenças entre os grupos. Deste modo se conclui que é necessário avaliar o tipo de instruções em ambientesexperimentais e clínicos considerando estas diferenças.
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5

Macedo, Júnior João Batista de [UNESP]. "Diagramação: um sistema para previsão e improviso na mancha de texto." Universidade Estadual Paulista (UNESP), 2010. http://hdl.handle.net/11449/86948.

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Made available in DSpace on 2014-06-11T19:22:29Z (GMT). No. of bitstreams: 0 Previous issue date: 2010-11-10Bitstream added on 2014-06-13T19:47:33Z : No. of bitstreams: 1 macedojunior_jb_me_ia.pdf: 1746762 bytes, checksum: c61acebd431bfcf86b0a923811198436 (MD5)
Universidade Estadual Paulista (UNESP)
A pesquisa procura entender o processo de elaboração do projeto gráfico de um livro, focando esforços no estudo do formato de sua mancha de texto. Parte-se do pressuposto pós-moderno de que o design gráfico pode estabelecer uma conexão diferenciada entre conteúdo e leitor, não apenas na função de facilitador da leitura. Portanto, apresenta-se, de forma experimental, um sistema de diagramação que harmoniza questões ligadas à previsão e ao imprevisto da elaboração do projeto gráfico com a possibilidade de uma fruição diferenciada do conteúdo do texto por parte do leitor
This research aims the understanding the process of developing of a book graphic design, focusing efforts on the study of the type area shape. It starts from the postmodern assumption that graphic design can establish a connection between content and reader, not just as easy facilitator of reading. Therefore, we present experimentally a system that harmonizes layout issues to the prediction and the adaptation and the development of graphic design with the possibility of a different reader’s enjoyment for the content of the text
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6

Klimas, Matthew L. "Argent Sound Recordings: Multimodal Storytelling." VCU Scholars Compass, 2008. http://scholarscompass.vcu.edu/etd/795.

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ARGENT SOUND RECORDINGS explores the integration of visual, written and sonic elements to tell a story. "The Silver Bell," a fairy tale, is delivered through the internet – providing users an opportunity to experience and interpret a constructed narrative under the guise of an independent record label website.
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7

Engle, Teresa A. "Experimental Navigation and the Creative Process." VCU Scholars Compass, 2005. http://scholarscompass.vcu.edu/etd/1058.

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For this creative project, I am exploring alternate methods of navigating urban environments, and ways in which this activity can inspire creativity. This process is intended to create a new awareness of the urban landscape, break out of the prescribed, and to inspire innovation. The range of possibilities for this way of navigating is vast, and part of the challenge of my experience has been defining boundaries, assigning variables, and using strategies for exploration – making my process inherently morphological. I hope that my work here will encourage others to step out of their comfort zone and experience their environment in a new way.
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8

Zugliani, Jorge Otávio. "Práticas contemporâneas em design editorial : livros independentes e experimentais /." Bauru, 2020. http://hdl.handle.net/11449/192847.

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Orientador: Mônica Cristina de Moura
Resumo: As transformações ocorridas no país nas últimas décadas influenciaram mudanças em vários aspectos da cultura, incluindo o meio editorial. Diante disso, surgiu um movimento autoproclamado independente, propondo novas práticas para o consumo e produção de livros, e que se desenvolve apresentando elementos relacionados às características do design contemporâneo. Portanto, esta pesquisa dedica-se a observar os livros independentes, porém, aqueles cuja composição material, estrutural, gráfica, imagética e suas narrativas textuais adotem essas concepções experimentais e envolvam as reflexões contemporâneas em sua confecção e modus operandi. Discute-se a experimentação, o hibridismo, a relação com o artesanal, a valorização da estética, os aspectos da autoria, da memória e da relação com o leitor/usuário. Destacam-se, também, os diálogos entre design gráfico e editorial e as possibilidades transdisciplinares entre design, arte e literatura e outros campos de conhecimento, assim como as dinâmicas oriundas desse cenário diante de questões sociais em contraste com a cultura de consumo. O método adotado compreende o mapeamento das feiras, entrevistas realizadas com diferentes profissionais distribuídos pelo país e o desenvolvimento de análises por meio das funções do design. Os referenciais teóricos abrangem tanto as bases que compõem a teoria do design enquanto linguagem quanto as relações estabelecidas com a filosofia, a sociologia e a arte, buscando atender aos objetivos da pesquisa:... (Resumo completo, clicar acesso eletrônico abaixo)
Abstract: The occurred transformation in the country had in the last few decades influenced changes in some aspects of the culture, including the editorial environment. In view of this, emerge a publisher movement self-proclaimed independent, considering new practical for the consumption and book production. This movement has developed with elements related of contemporany design. Therefore, this research dedicates to observe it independent books; however, those whose material, structural, graphical, imagery composition and its literal narratives adopt these experimental conceptions and involve the reflections contemporaries in its confection and mode of operation. It is discussed the experimentation, the hybridsm, the handmade, the relation with the artisan one, aesthetic appreciation, aspects of authorship, memory and the relationship with the reader/user. They are distinguished also the dialogues between design graphical and publishing and the transdisciplinary possibilities between design, art and literature and other fields of knowledge, as well as the dynamics derived from the social issues of this scenarios, in contrast to the consumption culture. The adopted method understands the mapping of the fairs of independent publications, interviews carried through with different professionals distributed for the country and the development of analyses by means of the functions of design. The theoretical framework ranges from design theory as the language itself to intersections with ph... (Complete abstract click electronic access below)
Mestre
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9

Macedo, Júnior João Batista de. "Diagramação : um sistema para previsão e improviso na mancha de texto /." São Paulo : [s.n.], 2010. http://hdl.handle.net/11449/86948.

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Orientador: Sérgio Mauro Romagnolo
Banca: Norberto Stori
Banca: Clice de Toledo Sanjar Mazili
Resumo: A pesquisa procura entender o processo de elaboração do projeto gráfico de um livro, focando esforços no estudo do formato de sua mancha de texto. Parte-se do pressuposto pós-moderno de que o design gráfico pode estabelecer uma conexão diferenciada entre conteúdo e leitor, não apenas na função de facilitador da leitura. Portanto, apresenta-se, de forma experimental, um sistema de diagramação que harmoniza questões ligadas à previsão e ao imprevisto da elaboração do projeto gráfico com a possibilidade de uma fruição diferenciada do conteúdo do texto por parte do leitor
Abstract: This research aims the understanding the process of developing of a book graphic design, focusing efforts on the study of the type area shape. It starts from the postmodern assumption that graphic design can establish a connection between content and reader, not just as easy facilitator of reading. Therefore, we present experimentally a system that harmonizes layout issues to the prediction and the adaptation and the development of graphic design with the possibility of a different reader's enjoyment for the content of the text
Mestre
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10

Arjunan, Dorai Raj. "3D Animation: Creating an Experiential Environment." [Johnson City, Tenn. : East Tennessee State University], 2004. http://etd-submit.etsu.edu/etd/theses/available/etd-0719104-174201/unrestricted/Arj%20with%20animation%2017KB.pdf.

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Thesis (M.F.A.)--East Tennessee State University, 2004.
Title from electronic submission form. ETSU ETD database URN: etd-0719104-174201 Includes bibliographical references. Also available via Internet at the UMI web site.
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11

Minor, Sarah M. "Beasts of the Interior: Visual Essays." Ohio University / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1554390195795843.

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12

Walker, James. "Experience as an Experiment." VCU Scholars Compass, 2013. http://scholarscompass.vcu.edu/etd/3036.

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My work is an exploration of new media that demonstrates the influence a community has on visual communication. The community reveals content as objects go unnoticed after they become a permanent part of the landscape and assumptions are made from cultural archetypes. Through exploration, immersion, and reflection, I am able to recognize the invisible and expected, establish a familiarity with a community, and design responses that communicate directly to it.
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13

Surber, Wesley M. "Restricted and Unrestricted Coverings of Complete Bipartite Graphs with Hexagons." Digital Commons @ East Tennessee State University, 2013. https://dc.etsu.edu/etd/1136.

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A minimal covering of a graph G with isomorphic copies of graph H is a set {H1, H2, H3, ... , Hn} where Hi is isomorphic to H, the vertex set of Hi is a subset of G, the edge set of G is a subset of the union of Hi's, and the cardinality of the union of Hi's minus G is minimum. Some studies have been made of covering the complete graph in which case an added condition of the edge set of Hi is the subset of the edge set of G for all i which implies no additional restrictions. However, if G is not the complete graph, then this condition may have implications. We will give necessary and sufficient conditions for minimal coverings of complete bipartite graph with 6-cycles, which we call minimal unrestricted coverings. We also give necessary and sufficient conditions for minimal coverings of the complete bipartite graph with 6-cycles with the added condition the edge set of Hi is a subset of G for all i, and call these minimal restricted coverings.
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Bejan, Andrei Iu. "Inference and experimental design for percolation and random graph models." Thesis, Heriot-Watt University, 2010. http://hdl.handle.net/10399/2341.

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The problem of optimal arrangement of nodes of a random weighted graph is studied in this thesis. The nodes of graphs under study are fixed, but their edges are random and established according to the so called edge-probability function. This function is assumed to depend on the weights attributed to the pairs of graph nodes (or distances between them) and a statistical parameter. It is the purpose of experimentation to make inference on the statistical parameter and thus to extract as much information about it as possible. We also distinguish between two different experimentation scenarios: progressive and instructive designs. We adopt a utility-based Bayesian framework to tackle the optimal design problem for random graphs of this kind. Simulation based optimisation methods, mainly Monte Carlo and Markov Chain Monte Carlo, are used to obtain the solution. We study optimal design problem for the inference based on partial observations of random graphs by employing data augmentation technique. We prove that the infinitely growing or diminishing node configurations asymptotically represent the worst node arrangements. We also obtain the exact solution to the optimal design problem for proximity graphs (geometric graphs) and numerical solution for graphs with threshold edge-probability functions. We consider inference and optimal design problems for finite clusters from bond percolation on the integer lattice Zd and derive a range of both numerical and analytical results for these graphs. We introduce inner-outer plots by deleting some of the lattice nodes and show that the ‘mostly populated’ designs are not necessarily optimal in the case of incomplete observations under both progressive and instructive design scenarios. Finally, we formulate a problem of approximating finite point sets with lattice nodes and describe a solution to this problem.
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15

Hockman, Kimberly Kearns. "A graphical comparison of designs for response optimization based on slope estimation." Diss., Virginia Polytechnic Institute and State University, 1989. http://hdl.handle.net/10919/54384.

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The response surface problem is two-fold: to predict values of the response, and to optimize the response. Slope estimation criteria are well suited for the optimization problem. Response prediction capability has been assessed by plotting the average, maximum, and minimum prediction variances on the surface of spheres with radii ranging across the region of interest. Average and maximum prediction bias plots have recently been added to the spherical criteria. Combined with the prediction variance, a graphical MSE criterion results. This research extends these ideas to the slope estimation objective. A direct relationship between precise slope estimation and the ability to pinpoint the location of the optimum is developed, resulting in a general slope variance measure related to E-optimality in slope estimation. A more specific slope variance measure is defined and analyzed for use in evaluating standard response surface (RS) designs,where slopes parallel to the factor axes are estimated with equal precision. Standard second order RS designs are then studied in light of the prediction and optimization goal distinction. Designs which perform well for prediction of the response do not necessarily estimate the slope precisely. A spherical measure of bias in slope estimation is developed and used to measure slope bias due to model misspecification and due to the presence of outliers. A study of augmenting saturated orthogonal arrays of strength two to detect lack of fit is included as an application of a combined squared bias and variance measure of MSE in slope. A study of the designs recommended for precise slope estimation in their robustness to outliers and to missing observations is conducted using the slope bias and general slope variance measures, respectively.
Ph. D.
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16

Seth, Ajay. "A Predictive Control Method for Human Upper-Limb Motion: Graph-Theoretic Modelling, Dynamic Optimization, and Experimental Investigations." Thesis, University of Waterloo, 2000. http://hdl.handle.net/10012/787.

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Optimal control methods are applied to mechanical models in order to predict the control strategies in human arm movements. Optimality criteria are used to determine unique controls for a biomechanical model of the human upper-limb with redundant actuators. The motivation for this thesis is to provide a non-task-specific method of motion prediction as a tool for movement researchers and for controlling human models within virtual prototyping environments. The current strategy is based on determining the muscle activation levels (control signals) necessary to perform a task that optimizes several physical determinants of the model such as muscular and joint stresses, as well as performance timing. Currently, the initial and final location, orientation, and velocity of the hand define the desired task. Several models of the human arm were generated using a graph-theoretical method in order to take advantage of similar system topology through the evolution of arm models. Within this framework, muscles were modelled as non-linear actuator components acting between origin and insertion points on rigid body segments. Activation levels of the muscle actuators are considered the control inputs to the arm model. Optimization of the activation levels is performed via a hybrid genetic algorithm (GA) and a sequential quadratic programming (SQP) technique, which provides a globally optimal solution without sacrificing numerical precision, unlike traditional genetic algorithms. Advantages of the underlying genetic algorithm approach are that it does not require any prior knowledge of what might be a 'good' approximation in order for the method to converge, and it enables several objectives to be included in the evaluation of the fitness function. Results indicate that this approach can predict optimal strategies when compared to benchmark minimum-time maneuvers of a robot manipulator. The formulation and integration of the aforementioned components into a working model and the simulation of reaching and lifting tasks represents the bulk of the thesis. Results are compared to motion data collected in the laboratory from a test subject performing the same tasks. Discrepancies in the results are primarily due to model fidelity. However, more complex models are not evaluated due to the additional computational time required. The theoretical approach provides an excellent foundation, but further work is required to increase the computational efficiency of the numerical implementation before proceeding to more complex models.
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Renaud, James. "Development of a graphite probe calorimeter for absolute clinical dosimetry: numerical design optimization, prototyping and experimental proof-of-concept." Thesis, McGill University, 2012. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=110689.

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In this work, the feasibility of absolute dose to water measurements using a small scale graphite probe calorimeter (GPC) in a clinical environment is established. A numerical design optimization study was conducted by simulating the heat transfer in the GPC resulting from irradiation using a finite element method software package. The choice of device shape, dimensions and materials was made to minimize the heat loss in the sensitive volume of the GPC. The resulting design, which incorporates a novel aerogel-based thermal insulator, was built in-house. Absorbed dose to water measurements were made under standard conditions in a 6 MV 1000 MU/min photon beam and subsequently compared against TG-51 derived values. The average measured dose to water was 95.7 ± 1.4 cGy/100 MU, as compared to an expected value of 96.6 cGy/100 MU. The Monte Carlo-calculated graphite to water dose conversion factor was 1.099, while the derived heat loss correction factors varied between 1.005 and 1.013. The most significant sources of uncertainty were the repeatability (type A, 1.4%) and thermistor calibration (type B, 2.1%). The contribution of these factors to the overall uncertainty is expected to decrease significantly upon the implementation of active thermal stabilization provided by a temperature controller and direct electrical calibration, respectively. This proof of concept demonstrates the feasibility of using the GPC as a practical clinical absolute photon dosimeter and lays the foundation for a miniaturized version suitable for small and composite field dosimetry.
Dans ce travail, la faisabilité de la mesure de dose d'eau absolue à l'aide d'un calorimètre à petite gamme de graphite sonde (GPC) dans un environnement clinique est établi. Une étude de conception d'optimisation numérique a été réalisée en simulant le transfert de chaleur résultant de l'irradiation dans le GPC avec un logiciel d'analyse par éléments finis. Le choix de la forme, des dimensions et des matériaux a été fait pour minimiser la perte de chaleur dans le volume sensible du GPC. La conception résultante, qui intègre un isolant thermique basé sur l'aérogel, a été construite en interne. Des mesures de dose absorbée dans l'eau ont été faites dans des conditions référence dans un 6 MV 1000 MU / min faisceau de photons et ont été comparé à des valeurs dérivées avec TG-51. Le taux de dose moyenne mesurée dans l'eau était 95,7 ± 1,4 cGy/100 MU, comparé à une valeur attendue de 96,6 cGy/100 MU. Le facteur de conversion de dose en graphite à dose dans l'eau calculée avec le Monte Carlo était 1.099, tandis que les corrections pour la perte de chaleur varient entre 1,005 et 1,013. Les sources les plus importantes d'incertitude ont été la répétabilité (type A, 1,4%) et le calibrage de thermistance (de type B, 2,1%). La contribution de ces facteurs à l'incertitude globale devrait diminuer de façon significative à la mise en œuvre de la stabilisation thermique active fournie par un régulateur de température et de calibrage électrique directe, respectivement. Cette preuve de concept démontre la faisabilité de l'utilisation du GPC comme un dosimètre absolu de photon pratique en clinique et forme la base d'une version miniaturisée adaptée pour la dosimétrie de petit champ.
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Wu, Sichao. "Computational Framework for Uncertainty Quantification, Sensitivity Analysis and Experimental Design of Network-based Computer Simulation Models." Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/78764.

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When capturing a real-world, networked system using a simulation model, features are usually omitted or represented by probability distributions. Verification and validation (V and V) of such models is an inherent and fundamental challenge. Central to V and V, but also to model analysis and prediction, are uncertainty quantification (UQ), sensitivity analysis (SA) and design of experiments (DOE). In addition, network-based computer simulation models, as compared with models based on ordinary and partial differential equations (ODE and PDE), typically involve a significantly larger volume of more complex data. Efficient use of such models is challenging since it requires a broad set of skills ranging from domain expertise to in-depth knowledge including modeling, programming, algorithmics, high- performance computing, statistical analysis, and optimization. On top of this, the need to support reproducible experiments necessitates complete data tracking and management. Finally, the lack of standardization of simulation model configuration formats presents an extra challenge when developing technology intended to work across models. While there are tools and frameworks that address parts of the challenges above, to the best of our knowledge, none of them accomplishes all this in a model-independent and scientifically reproducible manner. In this dissertation, we present a computational framework called GENEUS that addresses these challenges. Specifically, it incorporates (i) a standardized model configuration format, (ii) a data flow management system with digital library functions helping to ensure scientific reproducibility, and (iii) a model-independent, expandable plugin-type library for efficiently conducting UQ/SA/DOE for network-based simulation models. This framework has been applied to systems ranging from fundamental graph dynamical systems (GDSs) to large-scale socio-technical simulation models with a broad range of analyses such as UQ and parameter studies for various scenarios. Graph dynamical systems provide a theoretical framework for network-based simulation models and have been studied theoretically in this dissertation. This includes a broad range of stability and sensitivity analyses offering insights into how GDSs respond to perturbations of their key components. This stability-focused, structure-to-function theory was a motivator for the design and implementation of GENEUS. GENEUS, rooted in the framework of GDS, provides modelers, experimentalists, and research groups access to a variety of UQ/SA/DOE methods with robust and tested implementations without requiring them to necessarily have the detailed expertise in statistics, data management and computing. Even for research teams having all the skills, GENEUS can significantly increase research productivity.
Ph. D.
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19

Su, Heng. "Some new ideas on fractional factorial design and computer experiment." Diss., Georgia Institute of Technology, 2015. http://hdl.handle.net/1853/53505.

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This thesis consists of two parts. The first part is on fractional factorial design, and the second part is on computer experiment. The first part has two chapters. In the first chapter, we use the concept of conditional main effect, and propose the CME analysis to solve the problem of effect aliasing in two-level fractional factorial design. In the second chapter, we study the conversion rates of a system of webpages with the proposed funnel testing method, by using directed graph to represent the system, fractional factorial design to conduct the experiment, and a method to optimize the total conversion rate with respect to all the webpages in the system. The second part also has two chapters. In the third chapter, we use regression models to quantify the model form uncertainties in the Perez model in building energy simulations. In the last chapter, we propose a new Gaussian process that can jointly model both point and integral responses.
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Berglund, Anders. "Criteria for Machinability Evaluation of Compacted Graphite Iron Materials : Design and Production Planning Perspective on Cylinder Block Manufacturing." Doctoral thesis, KTH, Industriell produktion, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-48430.

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The Swedish truck industry is looking for new material solutions to achieve lighter engines with increased strength to meet customer demands and to fulfil the new regulations for more environmentally friendly trucks. This could be achieved by increasing the peak pressure in the cylinders. Consequently, a more efficient combustion is obtained and the exhaust lowered. This, however, exposes the engine to higher loads and material physical properties must therefore be enhanced. One material that could meet these demands is Compacted Graphite Iron (CGI). Its mechanical and physical properties make it ideal as cylinder block material, though there are drawbacks concerning its machinability as compared to other materials that are commonly used for the same purpose. Knowledge about machining of the material and its machinability is consequently inadequate. The main goal of this thesis is to identify and investigate the effect of the major factors and their individual contributions on CGI machining process behaviour. When the relationship between the fundamental features; machinability, material microstructure, and material physical properties, are revealed, the CGI material can be optimized, both regarding the manufacturing process and design requirements. The basic understanding of this is developed mainly through experimental analysis as, e.g., machining experiments and material characterization. The machining model presented in this thesis demonstrates the influence of material and process parameters on CGI machinability. It highlights machinability from both design and production planning perspectives. Another important objective of the thesis is an inverse thermo−mechanical FE model for intermittent machining of CGI. Here, experimental results obtained from a developed simulated milling method are used as input data, both to calibrate and validate the model. With these models, a deeper understanding is obtained regarding the way to achieve a stable process, which is the basis for future optimization procedures. The models can therefore be used as a foundation for the optimization of CGI component manufacturing.

QC 20111121


MERA - OPTIMA CGI
FFI - OPTIMA phase two
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21

Fortes, Renata Martins. "Interpretação de gráficos de velocidade em um ambiente robótico." Pontifícia Universidade Católica de São Paulo, 2007. https://tede2.pucsp.br/handle/handle/11132.

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Conselho Nacional de Desenvolvimento Científico e Tecnológico
This study aims to investigate the impact of a robotic environment on the strategies and representations used by students in the interpretation of distance-time graphs. It adopted a methodology based on Design Experiments (Kelly and Lesh, 2000), that is a cyclical process of reflections upon learning and teaching. A constructionist conception, following Seymour Papert (1994), informed the design of the research activities, which were intended to involve students in the creation of innovative solution strategies in the face of challenging problems. Difficulties related to the interpretation of graphs as described in the researches of Beichner (1994), Murphy (1999) and Brown and Crowder (2006) were identified, along with conflicts, such as those discussed by Arzarello e Robutti (2004), Parnafes e Disessa (2004) e Simpson, Hoyles e Noss (2006), experienced within computational environments. For the research activities, we used robotic materials of LEGO Education and the software Robolab was used by students to program the LEGO models they constructed. The activities were realized with one class of 8th grade middle-school students and one class of students from the 1st year of high school in a private school in the city of São Bernardo do Campo in the state of São Paulo. Analyses indicated that the difficulties related to the interpretation of graphs raised in other studies also emerge when students interact in a robotic environment. However, the results also suggest that work with robots, the opportunities to make connections between diverse mathematical representations. Especially the activities involving the construction of their own velocity radar contributed to the overcoming of some of these difficulties, particular as far as the students from the 1st year of high school were concerned
Esta pesquisa tem por objetivo investigar o impacto de um ambiente robótico nas estratégias e representações utilizadas por estudantes na interpretação de gráficos apresentando relações entre distância, tempo e velocidade. Como metodologia de pesquisa utilizamos Design Experiments de Kelly e Lesh (2000), isto é, um processo cíclico das reflexões acerca do ensinar e do aprender. Para o desenvolvimento das atividades buscamos referência na concepção construcionista de Seymour Papert (1994), em que o professor estimula os alunos a criarem soluções inovadoras, a partir de suas conjecturas por meio de desafios. Analisamos as dificuldades quanto à interpretação de gráficos apontadas em diversas pesquisas como Beichner (1994), Murphy (1999) e Brown e Crowder (2006) e também as dificuldades encontradas em ambientes computacionais, tendo como referência Arzarello e Robutti (2004), Parnafes e Disessa (2004) e Simpson, Hoyles e Noss (2006). Optamos por utilizar os materiais de robótica da LEGO Education e o software Robolab 2.0 para programar os modelos construídos. As atividades foram aplicadas em uma turma de alunos da 8ª série do Ensino Fundamental e outra do 1º ano do Ensino Médio, de uma escola privada localizada na cidade de São Bernardo do Campo no estado de São Paulo. Segundo nossas análises, as dificuldades envolvidas na interpretação de gráficos apontadas nas pesquisas anteriores também emergem quando os alunos interagem num ambiente robótico, mas nossos resultados indicam que o trabalho com robôs proporciona oportunidades para criar conexões entre diversas representações. Em especial, a atividade envolvendo a construção de um radar para medir a velocidade contribuiu para a superação das dificuldades, particularmente para os alunos do 1º ano do Ensino Médio
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22

Olcay, Taner. "Expressing Temporality In Graphical User Interface." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-23102.

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Temporality has been given attention in HCI research, with scholars arguing that temporal aspects in function-oriented graphical user interface are overlooked. However, these works have not adequately addressed practical approaches to manifest time in the design of such. This paper presents an approach for implementing temporal metaphors in the design of graphical user interface. In this design research, I materialize temporal metaphors into material qualities, in order to manifest time into the design of graphical user interface and shape the experiences of such designs. I argue that the design of temporal metaphors may express traces of time in graphical user interface differently from contemporary designs. I discuss implications and significance of unfolding experience over time. In conclusion, this design research, by articulating the experiences of its design works, sheds new light on the meanings of expressing temporal metaphors in the design of graphical user interface.
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23

Burk, Ieva. "Snap Scholar: The User Experience of Engaging with Academic Research Through a Tappable Stories Medium." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/cmc_theses/2156.

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With the shift to learn and consume information through our mobile devices, most academic research is still only presented in long-form text. The Stanford Scholar Initiative has explored the segment of content creation and consumption of academic research through video. However, there has been another popular shift in presenting information from various social media platforms and media outlets in the past few years. Snapchat and Instagram have introduced the concept of tappable “Stories” that have gained popularity in the realm of content consumption. To accelerate the growth of the creation of these research talks, I propose an alternative to video: a tappable Snapchat-like interface. This style is achieved using AMP, Google’s open source project to optimize web experiences on mobile, and particularly the AMP Stories visual medium. My research seeks to explore how the process and quality of consuming the content of academic papers would change if instead of watching videos, users would consume content through Stories on mobile instead. Since this form of content consumption is still largely unresearched in the academic context, I approached this research with a human-centered design process, going through a few iterations to test various prototypes before formulating research questions and designing an experiment. I tested various formats of research consumption through Stories with pilot users, and learned many lessons to iterate from along the way. I created a way to consume research papers in a Stories format, and designed a comparative study to measure the effectiveness of consuming research papers through the Stories medium and the video medium. The results indicate that Stories are a quicker way to consume the same content, and improve the user’s pace of comprehension. Further, the Stories medium provides the user a self-paced method—both temporally and content-wise—to consume technical research topics, and is deemed as a less boring method to do so in comparison to video. While Stories gave the learner a chance to actively participate in consumption by tapping, the video experience is enjoyed because of its reduced effort and addition of an audio component. These findings suggest that the Stories medium may be a promising interface in educational contexts, for distributing scientific content and assisting with active learning.
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24

Jonsäll, Hans Lennart. "Mot händelsernas horisont : Att komponera improviserad musik med ljuddesign som metod." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-85101.

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This Bachelor Thesis in composition explores an alternative compositional process for creating improvised music through the approach of sound design. The questions addressed in the thesis are concerned with how the soundscape can be controlled by the composer while still maintaining the expressivity of an improvised performance. Thus, the composer’s role as both sound designer, producer and performer is investigated using live electronics and score design. The theoretical framework for the thesis is to be found in the intersection between Anglo-American experimental music, electronic music, sound design and electroacoustic improvisation. Key influences include indeterminacy as expressed in the music of John Cage, Deep Listening practices pioneered by Pauline Oliveros as well as the aesthetical paradigms of electronic and electroacoustic music. The artistic methods revolved around the following steps: studio workshops with musicians (Fredrik Ekenvi and José Louis Relova Gallego) exploring timbres, playing techniques and music technology in real-time followed by associative discussions about the soundscapes created; composing audio and graphical drafts influenced by the workshops; designing diagrams for the electronics and compiling these to a design document; workshopping and performing the final piece (Towards the Event Horizon). Towards the Event Horizon (for bass clarinet, electric guitar and live electronics) is the final result of the work, comprising a score with accompanying design document as well as a recording of the original performance at Studio Acusticum in Piteå 20th of March 2021. The artefacts and associated documentation are presented in their entirety on the dedicated Research Catalogue exposition. Conclusions include how composition and sound design are tied together and cannot be considered as isolated processes, especially in the context of live electronics; the interrelationship between the improviser, the acoustic soundscape and the artistic associations that inform the improvisation; the importance of form as the defining element of a composition and lastly; how a score for improvised music can be devised in the shape of a blueprint of form and texture, setting certain technical, sonic and gestural conditions while leaving the performer to play freely within this frame.

Konstnärliga artefakter presenteras via Research Catalogue: https://www.researchcatalogue.net/view/1250652/1250651

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Vũ, John Huân. "Software Internationalization: A Framework Validated Against Industry Requirements for Computer Science and Software Engineering Programs." DigitalCommons@CalPoly, 2010. https://digitalcommons.calpoly.edu/theses/248.

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View John Huân Vũ's thesis presentation at http://youtu.be/y3bzNmkTr-c. In 2001, the ACM and IEEE Computing Curriculum stated that it was necessary to address "the need to develop implementation models that are international in scope and could be practiced in universities around the world." With increasing connectivity through the internet, the move towards a global economy and growing use of technology places software internationalization as a more important concern for developers. However, there has been a "clear shortage in terms of numbers of trained persons applying for entry-level positions" in this area. Eric Brechner, Director of Microsoft Development Training, suggested five new courses to add to the computer science curriculum due to the growing "gap between what college graduates in any field are taught and what they need to know to work in industry." He concludes that "globalization and accessibility should be part of any course of introductory programming," stating: A course on globalization and accessibility is long overdue on college campuses. It is embarrassing to take graduates from a college with a diverse student population and have to teach them how to write software for a diverse set of customers. This should be part of introductory software development. Anything less is insulting to students, their family, and the peoples of the world. There is very little research into how the subject of software internationalization should be taught to meet the major requirements of the industry. The research question of the thesis is thus, "Is there a framework for software internationalization that has been validated against industry requirements?" The answer is no. The framework "would promote communication between academia and industry ... that could serve as a common reference point in discussions." Since no such framework for software internationalization currently exists, one will be developed here. The contribution of this thesis includes a provisional framework to prepare graduates to internationalize software and a validation of the framework against industry requirements. The requirement of this framework is to provide a portable and standardized set of requirements for computer science and software engineering programs to teach future graduates.
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26

LIU, YU-XIAN, and 劉昱賢. "Disassembly Experimental of Graphic Design - Reproduction of Visual Experience." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/725ecz.

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碩士
實踐大學
媒體傳達設計學系碩士班
106
We are constantly viewing, watching, looking. With the introduction of the internet and handheld smartphones into the modern era, the process of capturing and sharing images has become commonplace and a second nature to the modern man. Every object can be documented, uploaded, shared, and documented once again. This process of unconsciously capturing and sharing of objects becomes a constant reinvention and reinterpretation of the object from their own point of view, resulting in a series of identification and interpretation. In the process of recognizing and identifying symbols, the basis of interpretation is the result of the person’s continuous accumulation of life experiences and learning. Therefore, this study begins with the analysis of documented images from daily life in the world around us. The first and second chapters main focus on discussing the behavior of “viewing”. Due to my long exposure to risograph printing, I’ve found that various stages in the process of identification and interpretation are very similar to the printing process of the risograph in that the image, in the process of production, is disassembled into different stages. In addition, in this chapter we will also analyze different works to understand how different creators use different images and symbols to give different interpretations of their work. The third and fourth chapters present the experiments and processes of creating this study, including different modes of abstraction and presentation of texture and form of the subject, and using past works and experiences as extensions of the work. In the final chapter, the print texture unique to risograph printing is organized into a system that can be adjusted and used in print according to one’s different needs of adjustment or color registration.
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Willett, Alice A. "A generative methodology for reframing visual culture." 2013. http://hdl.handle.net/2152/22476.

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The purpose of my experimental research in the MFA Design Program has been to develop a working methodology to transfer into a professional graphic design practice upon completion of the program. In my time here, I have built a body of work that clearly expresses my intention, and developed a solid comprehension of the field of design, its discourse, and where my work is situated within it. The intended audience for my work, which tends to fall in the blurred space between design and art, are consumers of image and pop culture in the field, gallery, and public sphere. The projects I’ll present in this report will provide a context for the process by which I arrived at a personal methodology and a narrative for how I came to think about my work up to this point.
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28

Ying, Lu Meng, and 呂孟穎. "An Experimental Study of A Computer-Assisted-Instruction Model in Graphic Design Curriculum of Visual Arts in Higher Grades of Elementary Educationdesign." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/12475164681161652057.

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碩士
國立屏東師範學院
視覺藝術教育學系
93
One of life quality standards is design works that combine art with technology. However, the teaching effects of current design education in elementary education are unsuccessful. Consequently, there are three purposes of this study: 1. To investigate and generalize the problems associated with current design curriculum in elementary education. 2. To develop a teaching model which applies computer-assisted-instruction in graphic design curriculum of visual art in elementary education. 3. To evaluate the effects of a teaching model which applies computer-assisted-instruction in graphic design curriculum of visual art in elementary education. In order to fulfill these objectives, the researcher first induced the problems of current design curriculum by reading related references. Secondly, the researcher developed computer-assisted-instruction activities and teaching materials for grade six. As far as the research design is concerned, the researcher adopted nonequivalent-control group design as a quasi-experimental study and used Williams Creativity Assessment Packet as a pretest to confirm the beginning abilities of the students. Students were sampled purposively as subjects. After teaching experiment for six weeks, these students were investigated by “Test of Graphic Design Literacy”, “Evaluation Form”, and “Questionnaire of Learning Feedback” in order to evaluate the effects of the instruction. Generalizing all the results, the researcher made following conclusions: 1. The teaching effects of current design education in elementary education are unsuccessful. 2. A teaching model that applies computer-assisted-instruction in graphic design of visual art contains developing design curriculum, assisting teaching and multidimensional evaluations. 3. Senior students in an elementary school have improvements in color, image and typographic after computer-assisted-instruction activities. Therefore, the following recommendations are derived from the research: 1. Enhancing teaching effects: (1) In order to raise design literacy, educators should plan complete contents of design curriculum. (2) To improve visual art teachers’ abilities in computer-assisted-instruction. (3) To replenish computer information equipment. 2. Teaching implementation: (1) To choose proper design teaching activities that can make good use of computer. (2) Sufficient learning time is necessary in design teaching. (3) It’s essential to exhibit digital design works in virtual spaces. (4) To proceed team teaching with computer teachers. 3. Future Research: (1) In destination of increasing the quality of the tests, experts should standardize the test instruments. (2) To extend researching fields. (3) To apply computer-assisted-instruction in chromatics.
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29

Ogden, Rowan Matthew. "Reading the city : East Austin." Thesis, 2012. http://hdl.handle.net/2152/ETD-UT-2012-05-5820.

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My research trajectory focuses on creating graphic interpretations of the relationship between the urban landscape and the populations that reside within it. I use the term reading the city to indicate the process of selecting a focal point and connecting relevant information to it. By creating experimental mappings that connect the physical experience of the East Austin to relevant information contexts I seek to develop a series of design strategies that are appropriate for fostering a heightened awareness of the dynamics that shape the urban environment. In this context, graphic design functions as the primary tool for expressing these connections. This report explores the development of the reading process by summarizing conceptual precedents and eleven personal works, which were undertaken to explore the viability of the approach.
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Baratta, Antonio. "The application of experimental design to investigate the solvent matrix effects observed during the Determination of Rhodium (Rh) in organic media by Graphite Furnace Atomic Absorption Spectrometry (GFAAS)." Diss., 2010. http://hdl.handle.net/10500/5101.

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In an industrial application a GFAAS method for monitoring the Rh concentration in process streams is being used. Matrix effects are known to exist with the application of this technique; in fact, it was observed that different solvents lead to different results. Therefore, standard additions have to be employed for quantitative determinations, resulting in high costs and long analysis times. In an attempt to understand these interfering effects, fractional factorial designs were proposed to determine whether any GFAAS parameter was responsible for, or related to, the matrix effects. Seven GFAAS parameters were investigated: final temperature, ramp time and hold time of the transitions step (from the dry step); final temperature, ramp time and hold time of the ashing/pyrolysis step; ramp time of the atomisation step. The results showed that the matrix effects were not related to any specific parameter. A complete factorial design was implemented to demonstrate the fundamental role of the atomisation temperature. SEM analysis showed that the surface of the graphite tubes might be affected in different ways by different solvents. A Principal Component Analysis demonstrated that the matrix effects may be related to the viscosity and melting point of the solvents and may be independent of their molar mass. To identify the origins of these effects, an investigation on the link between the tube surface-sample matrix interactions and the physical properties of the matrices is recommended. Since GFAAS parameters cannot compensate for the matrix effects, standard additions remain the preferred mode of operation as it accounts for the effects in-situ.
Chemistry
M.Sc. (Chemistry)
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