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Dissertations / Theses on the topic 'Sensory architecture'

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1

Chang, Clementine. "Architecture in Search of Sensory Balance." Thesis, University of Waterloo, 2006. http://hdl.handle.net/10012/2841.

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This thesis addresses the urgent need to awaken our numbed senses by means of haptic architecture. As today's technologies continue to hyper-stimulate and under-differentiate, it is architecture's obligation to resist the resultant de-sensitizing of daily experiences. A return of a multi-sensory and corporeal element to architecture can reveal new possibilities for restoring sensory balance, and for connecting our bodies to our surroundings. Through the authority of all the senses, we may re-discover our human identity within the larger context of the world.

The proposed design is a spa health club in downtown Toronto. Throughout history, public baths have been important spaces in cities. Bathers are able to be social or solitary as they choose, while cleansing body and senses. Today, such spaces are lost in the race where thousands upon thousands of advertisements compete for one's imagination. Combining the ancient bath culture with the contemporary fitness culture, the design of the spa health club aims to heighten awareness by engaging the body and all of its senses. Central to the design is an urban public park offering transitory moments of tranquility and sensual pleasure. The spa, with its public park, offers a space that resumes the dialogue between body and space, creating haptic memories and, above all, raising human consciousness.
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Swafford, Jeremy. "Sensory Playgrounds: The Architecture of Nightclubs." University of Cincinnati / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1583998948198439.

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3

Liu, Liang M. Arch Massachusetts Institute of Technology. "A generator of sensory architectures." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/108906.

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Thesis: M. Arch., Massachusetts Institute of Technology, Department of Architecture, 2017.
Cataloged from PDF version of thesis. Page 73 blank.
Includes bibliographical references (page 72).
"As we have said, the majority of people consider architecture and space as an essentially visual experience. Architecture: these are buildings - and space is the emptiness contained within its walls. It is precisely where the misunderstanding resides, because space is not emptiness but rather an environment for life contained within the walls, an environment that is stimulating to the senses. It is obviously light and shadow, proportion and color, perspective and decoration, but also sounds that reverberate, surfaces that our feet walk upon, textures that we touch, temperatures that determine our degree of comfort and smells that surround and seduce us. All these things together multiply one another into an ensemble that we perceive as a whole surrounding." Marc Crunelle. Why is it that our visual sense is so emphasized rather than the collaboration of all senses? For the convenience of visual information dissemination, we mostly perceive the outside world by seeing. And it is no doubt that the visual sense has the priority among rest of our senses. In terms of architecture, we always rely on our eyes when we are designing or experiencing architectural spaces. It is so convenient and fast to draw sketch, build Rhino model, and making renderings. But, at the same time, it's reducing the fact that architecture is such a three-dimension art should be experienced and created by the multi-sensory of our bodies. And somehow, the priority of visual sense is becoming the limitation for us to understand and pursue architecture in a broader way. Our conventional design process places emphasis on drawings and ocular representation, subverting our capacity to engage the other senses in the design process. It proposes to rouse the understanding of multi-sensory architectural design process and experience. So, in a word, by doing this thesis, I'm making the effort on challenging our ocular way to read architectures. It's challenging our conventional design methodology. And it's also challenging our existing architectural representations.
by Liang Liu.
M. Arch.
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4

De, Kock Servaas Willem Lourens. "Music Performance Lab : architecture as a sensory conductor." Diss., Pretoria : [S.n.], 2008. http://upetd.up.ac.za/thesis/available/etd-11252008-155320.

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5

Papadopoulou, Athina S. M. Massachusetts Institute of Technology. "Perceptual prototypes : towards a sensory pedagogy of space." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/91411.

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Thesis: S.M., Massachusetts Institute of Technology, Department of Architecture, 2014.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 76-78).
Architecture education, by being enclosed in studios and by focusing on formal qualities of spaces, has been detached from the direct experience of space and has prioritized vision over the other senses. If we are to extend our spatial understanding, we need to expand the boundaries of our sensory perception by developing tools and situated learning strategies focused on the interaction between our bodies and the built environment. I propose the Perceptual Prototypes as tools through which we can sense and experience space. My hypothesis is that the Perceptual Prototypes can augment our understanding of space by allowing us to focus on each of our senses individually. As precedents I discuss pedagogies of the Montessori method and the Bauhaus school, which focused on the separate training of the senses. I then draw upon studies in psychology and cognitive science to suggest that we can train our senses by 'sensing through' and 'experiencing through' the tools we use. To demonstrate the pedagogical implications of my thesis, I first discuss the procedure and results of the workshop 'Perception Creatures' I co-taught during IAP. Students designed their own 'creatures' using sensors to study the body-space interaction. I then proceed with an experiment where I ask participants to explore a physical space by using a wearable tool - the Perceptual Prototype - that I developed. In the experiment the tool takes again the role of a creature, which is limited to a specific sense. Asking participants to act as host for this creature, I study how they experience the space by focusing on each of the different senses. The results of the case studies demonstrate the enriched experiences and perceptions that emerge through the use of the Perceptual Prototypes suggesting a direction towards a sensory pedagogy of space through the use of tools as 'objects to sense with' in the learning process.
by Athina Papadopoulou.
S.M.
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6

Toth, Madeline J. "Branding and Experience in Architecture." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1427899094.

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7

Lotz, Pedri Stefanus. "Sensory circulation : a centre for visual arts." Diss., Pretoria : [s.n.], 2008. http://upetd.up.ac.za/thesis/available/etd-11242008-121355.

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8

CRABTREE, BENJAMIN S. "CORPOREAL NARRATIVES: ARCHITECTURE OF EXPERIENCE." University of Cincinnati / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1147897305.

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9

Cassidy, Mary Kate. "Neurodiversity in the Workplace: Architecture for Autism." University of Cincinnati / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1525170488990925.

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10

Bosma, Gerard. "Blind by sight : architecture as a communication device through sensory experience." Diss., University of Pretoria, 2016. http://hdl.handle.net/2263/60200.

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Architecture can be described as a medium of communication; it is a physical, malleable fabric that can be manipulated and adjusted to convey meaning or an idea. According to theories by Fredrich Kitler, communication is the transferal of a digital signal (in our minds) to an analogue transmitter (our mouths). This analogue signal propagates through our environment and is received by an analogue receptor (our ears) which is then transferred back into a digital signal (or thought) wtthin the other party's mind. Kitler, 1996 p722 [2] Using the theories of communication to explicate architecture through human experience will form the basis of this dissertation. This particular application will take place at a school for the blind located in Silverton, Pretoria. The programme will include the necessary facilities required to educate and develop the blind people of Pretoria in a manner where they can become independent. as well as engaging members of society. Design and architecture should understand the following concepts more than that of any other profession; yet the current paradigm of architecture is geared towards the consumption of seductive images. This is possibly one of the greatest threats facing architecture in the continuum of the discourse. This project proposes a transformation in perception of interpretation. The way we experience potential spaces is biased towards visual elements; without ever fully understanding or realising acoustic properties or navigation devoid of sight. This deeper understanding of a body in space is best described by a German term 'umwelt'. The word denves from a biological field of examining an organism's immediate environment. Through evolutionary understanding the organism is a product of the context around it, and it in turn influences the surrounds. Each organism in question has its own perceptible world through the tools it evolved to make sense of its surrounds. Umwelt is a noun and in ethological terms refers to the world as expertenced by a particular organism
Mini Dissertation (MArch (Prof))--University of Pretoria, 2016.
Architecture
MArch (Prof)
Unrestricted
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11

Garcia, Ghislaine L. "Sensory Kinematics: Interactive Architecture and Its Influences on the Built Environment." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1491306229421311.

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12

Macdonald, Andrew Mark. "The Role of Cortical Architecture in the Coding of Sensory Information." Thesis, University of Manchester, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.532255.

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13

Nautiyal, Divya. "Negotiating Boundaries - Exploring the Existential Experience of Architecture." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78259.

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Negotiating Boundaries is an effort to investigate and explore multisensorial environments. Throughout history, architecture is and has always been predominantly visual in nature. The visual dominance of architecture has often been critiqued by philosophers and architects. The thesis presents an argument that all senses " haptic, auditory, olfactory and vision, collectively contribute to experience a space. The thesis is a qualitative approach towards studying the significance of this existential experience of architecture in the built environment. The privilege of the sense of sight over the other senses and its bias in architecture cannot be neglected. Therefore, the experience of the visually impaired or blind has been used as a challenge to study these non-ocular centric spaces. Pallasmaa beautifully puts, Vision reveals what the touch already knows. We see the depth, the smoothness, the softness, the hardness of object; Cézanne even claimed that we see their odor. If the painter is to express the world, the arrangement of his colors must carry with this indivisible whole, or else his picture will only hint at things and will not give them in the imperious unity, the presence, the insurpassable plenitude which is for us the definition of the real. The live encounter with Frank Lloyd Wright Fallingwater weaves the surrounding forest, the volumes surfaces, textures and colors of the house, and even the smells of the forest and the sound of the river, into a uniquely full experience. The thesis presents a case to defend that architecture is not merely a series of visual scenes but has a fully embodied material and spiritual presence.4 Architects and Philosophers whose studies and explorations remain relevant to my interest are Juhani, Pallasmaa, Peter Zumthor, Louis Kahn, Steven Holl, and Carlo Scarpa amongst many others. Juhani Pallasmaa in his book, The Eyes of the Skin writes, "An Architectural work is not experienced as a series of isolated retinal pictures, but its fully integrated material, embodied and spiritual essence. It offers pleasurable shapes and surfaces molded for the touch of eye and other senses, but it also incorporates and integrates physical and mental structures, giving our existential experience a strengthened coherence and significance.
Master of Architecture
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14

Muralidharan, Dilip. "Architecture for The Senses: A more-than visual approach to Museum Architecture." University of Cincinnati / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1554211453833306.

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15

Angjeli, Anila. "Contented Architecture - In Search of Delight for All Senses." Thesis, Virginia Tech, 2003. http://hdl.handle.net/10919/9664.

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Contented Architecture : In search of delight for all senses is an attempt to discover and capture the delightful sensory experiences of the users in the architectural space. Architectural space is seen as an artistic space, that appeals to different senses. The project is a Bike Hotel in Old Town, Alexandria. The situation and orientation of the building on site, the program and the features altogether make it possible for bikers to experience the space through different senses. This assembly among other pleasant experiences offers those sensory experiences that counteract the bikers daily exhaustive activities. Their bodies and minds feel relaxed, revitalized and encouraged to achieve their next goals.
Master of Architecture
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16

Park, Mijin. "Overcoming Social Isolation Through Multi-Sensory Experience." University of Cincinnati / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1428068549.

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17

Braat, Sylvie Anne Ingrid. "On sensory experience of historic architecture : an empirical review of sensory perceptions in historic buildings, aiming to inform their conservation process." Thesis, Robert Gordon University, 2017. http://hdl.handle.net/10059/2725.

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This thesis studies people’s sensory perceptions of historic architecture, exploring the physical triggers for such experience, and connecting these with what can and should be maintained through building conservation. Sensory design is a developing field in architecture. The research argues that this approach can inform people’s understanding of the architectural experience of historic buildings, which in current discourse are predominantly considered for their associated ‘cultural significances’. People’s affinity to (historic) buildings is initiated by a response through the senses. This research advocates that establishing the triggers for such sensory response should be the main focus of the initial assessment of a building for conservation. From the review of changing approaches to building conservation, and exploration of sensory perception and sensory design, the research concludes people’s experiential perceptions have not been structurally considered in the appraisal of historic buildings. The methodology entailed the empirical development of a suitable assessment format, through performing initial on-site surveys that generated data to be added to those of a final sensory assessment, covering three buildings. Buildings were assessed according to Gibson’s sensory systems of visual, auditory, haptic, olfactory/gustatory and orientational perception, as well as with a comprehensive multisensory focus. Evidence from the data retrieved through this research indicates that the sensory assessment is a useful, informative and exciting addition to any architectural survey in building conservation practice. Such rich information will provide guidance and clarity to decision processes, to assist in retaining the affinity as the building’s physical relevance for the future. The research makes an original contribution to knowledge through the combination of two areas of study; through the application of sensory perception to understand historic buildings; and, in demonstrating that a sensory assessment has true potential as a suitable approach to the issue in practice.
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18

Arnold, Erin Ruth. "Time, sequence, composition, and the sensory experience the parallel spirit of music and architecture /." Cincinnati, Ohio : University of Cincinnati, 2006. http://www.ohiolink.edu/etd/view.cgi?acc%5Fnum=ucin1148163503.

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Thesis (Master of Architecture)--University of Cincinnati, 2006.
Title from electronic thesis title page (viewed July 24, 2006). Includes abstract. Keywords: music architecture; spirit; music education center; time; sequence; composition; sensory experience; fibonacci; serialism; suzuki; aba form; sonata form. Includes bibliographical references.
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19

Griffith, Ashley R. "Baking a Building: An Experiment In Activating the Senses." University of Cincinnati / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1491303753804295.

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20

O'Connell, Erin K. "Senses of Place." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1276954023.

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21

Shapins, Jesse Moss. "Mapping the Urban Database Documentary: Authorial Agency in Utopias of Kaleidoscopic Perception and Sensory Estrangement." Thesis, Harvard University, 2012. http://dissertations.umi.com/gsas.harvard:11021.

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This dissertation theorizes the genre of the urban database documentary, a mode of media art practice that uses structural systems to uncover new perspectives on the lived experience of place. While particularly prominent in recent decades, I argue that the genre of the urban database documentary arises at the turn of the 20th century in response to the rise of the metropolis and the widespread adoption of new media technologies such as photography, cinema, and radio. This was a time when the modern city engendered significant disorientation in its inhabitants, dramatically expanding horizontally and vertically. The rampant pace of technological development at this time also spawned feelings of dehumanization and the loss of connection to embodied experience. The urban database documentary emerges as a symptomatic response to the period's new cultural conditions, meeting a collective need to create order from vast quantities of information and re-frame perception of daily experience. The design of structural systems became a creative method for simultaneously addressing these vast new quantities of information, while attending to the particularities of individual experience. For media artists, building a database into the aesthetic design of a work itself offers an avenue for creatively documenting the radical multiplicity of urbanized environments, preserving attention to the sensory experience of details while aspiring to a legible whole. Crucially, I argue that the design of these systems is a vital form of authorial agency. By reading these artists' work in relation to contemporary practice, I aim to make transparent the underlying, non-technical ambitions that fuel this distinctive mode of media art practice.
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22

Gleason, Sean P. "Building Home: Vernacular Architecture and Domestic Habit in the Ohio River Valley." Ohio University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1500481208083075.

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23

Jezierski, Amelia C. (Amelia Christina). "Sensory experience to promote well-being a health club design." Thesis, Massachusetts Institute of Technology, 1992. http://hdl.handle.net/1721.1/13202.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1992.
Includes bibliographical references (p. 101-104).
Potentially, health clubs can be rejuvenating and pleasant places. Unfortunately, many clubs in Boston are merely monotonous rooms stuffed into any available space downtown. Or, they are overwhelming, disorienting facilities sprawled out in suburban locales accessible only by car. The proposed site locates a facility at a T-stop. The health experience can be made more varied yet comprehensive by increasing users' awareness of sensory experiences in their surroundings. Movements, actions are grouped into a section according to what the body senses while engaged in an activity. These associations or common denominators assign particular qualities and characteristics to each section and make them distinguishable and different from one another. These juxtaposed differences provide contrast and variety needed to increase sensory awareness and stimulate the human body and mind.
by Amelia C. Jezierski.
M.Arch.
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24

Alfaro, Bernate Santiago Eloy. "Digital Synesthesia : using mobile technology and sensory substitution to interact with our world." Thesis, Massachusetts Institute of Technology, 2015. http://hdl.handle.net/1721.1/97974.

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Thesis: Ph. D., Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2015.
Cataloged from PDF version of thesis.
Includes bibliographical references.
Digital Synesthesia is the concept of using sensors and mobile technology to create a user experience that mimics the way people use their senses and enables the perception of information that is outside of our sensory spectrum. Modern technology already offers the ability to detect this information, but what has not been achieved is a way for our brains and body to incorporate this new information as a part of our sensory tool-belt. Then we can truly begin to understand our surrounding world in a new and undiscovered way. The vision of Digital Synesthesia is to help the current idea of Human-Computer Interface evolve so that it gives way for a new Human-Environment Interface. Digital Synesthesia aims to keep our mobile devices in our pockets while allowing us to experience the world by sensing information outside of our sensory capabilities. The system will not only collect data through sensors, but also find the best way to pass the information to the body while bypassing visual and auditory channels. This way, the brain will be able to interpret the new information without shifting or dividing attention from the current task.
by Santiago Eloy Alfaro Bernate.
Ph. D.
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25

ARNOLD, ERIN RUTH. "TIME, SEQUENCE, COMPOSITION, AND THE SENSORY EXPERIENCE: THE PARALLEL SPIRIT OF MUSIC AND ARCHITECTURE." University of Cincinnati / OhioLINK, 2006. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1148163503.

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26

Kim, YoonJin. "Recovering Sensory Pleasure Through Spatial Experience." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1368085798.

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27

Inglis, Grant. "Discovering How To RE|Move: A secondary sensorial circulation system for the University of Cincinnati." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1397234170.

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28

Zadeh, Seyed Amirsaleh Saleh, and Jean Greyling. "The selection and evaluation of a sensory technology for interaction in a warehouse environment." Thesis, Nelson Mandela Metropolitan University, 2016. http://hdl.handle.net/10948/13193.

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In recent years, Human-Computer Interaction (HCI) has become a significant part of modern life as it has improved human performance in the completion of daily tasks in using computerised systems. The increase in the variety of bio-sensing and wearable technologies on the market has propelled designers towards designing more efficient, effective and fully natural User-Interfaces (UI), such as the Brain-Computer Interface (BCI) and the Muscle-Computer Interface (MCI). BCI and MCI have been used for various purposes, such as controlling wheelchairs, piloting drones, providing alphanumeric inputs into a system and improving sports performance. Various challenges are experienced by workers in a warehouse environment. Because they often have to carry objects (referred to as hands-full) it is difficult to interact with traditional devices. Noise undeniably exists in some industrial environments and it is known as a major factor that causes communication problems. This has reduced the popularity of using verbal interfaces with computer applications, such as Warehouse Management Systems. Another factor that effects the performance of workers are action slips caused by a lack of concentration during, for example, routine picking activities. This can have a negative impact on job performance and allow a worker to incorrectly execute a task in a warehouse environment. This research project investigated the current challenges workers experience in a warehouse environment and the technologies utilised in this environment. The latest automation and identification systems and technologies are identified and discussed, specifically the technologies which have addressed known problems. Sensory technologies were identified that enable interaction between a human and a computerised warehouse environment. Biological and natural behaviours of humans which are applicable in the interaction with a computerised environment were described and discussed. The interactive behaviours included the visionary, auditory, speech production and physiological movement where other natural human behaviours such paying attention, action slips and the action of counting items were investigated. A number of modern sensory technologies, devices and techniques for HCI were identified with the aim of selecting and evaluating an appropriate sensory technology for MCI. iii MCI technologies enable a computer system to recognise hand and other gestures of a user, creating means of direct interaction between a user and a computer as they are able to detect specific features extracted from a specific biological or physiological activity. Thereafter, Machine Learning (ML) is applied in order to train a computer system to detect these features and convert them to a computer interface. An application of biomedical signals (bio-signals) in HCI using a MYO Armband for MCI is presented. An MCI prototype (MCIp) was developed and implemented to allow a user to provide input to an HCI, in a hands-free and hands-full situation. The MCIp was designed and developed to recognise the hand-finger gestures of a person when both hands are free or when holding an object, such a cardboard box. The MCIp applies an Artificial Neural Network (ANN) to classify features extracted from the surface Electromyography signals acquired by the MYO Armband around the forearm muscle. The MCIp provided the results of data classification for gesture recognition to an accuracy level of 34.87% with a hands-free situation. This was done by employing the ANN. The MCIp, furthermore, enabled users to provide numeric inputs to the MCIp system hands-full with an accuracy of 59.7% after a training session for each gesture of only 10 seconds. The results were obtained using eight participants. Similar experimentation with the MYO Armband has not been found to be reported in any literature at submission of this document. Based on this novel experimentation, the main contribution of this research study is a suggestion that the application of a MYO Armband, as a commercially available muscle-sensing device on the market, has the potential as an MCI to recognise the finger gestures hands-free and hands-full. An accurate MCI can increase the efficiency and effectiveness of an HCI tool when it is applied to different applications in a warehouse where noise and hands-full activities pose a challenge. Future work to improve its accuracy is proposed.
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Chew, Andrea W. (Andrea Wae-Ping). "A vibrotactile display design for the feedback of external prosthesis sensory information to the amputee wearer." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/36153.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2006.
Includes bibliographical references (p. 60-64).
This thesis documents the development of a vibrotactile display to be incorporated into a powered ankle-foot prosthesis. Although existing devices have addressed the need for tactile and proprioceptive feedback in external prostheses, there has not yet been an attempt to develop and clinically evaluate a comprehensive vibrotactile display and signaling schematic for use with an active myoelectric prosthesis. The development and evaluation of two different hardware solutions are presented including an array of vibrating pancake motors embedded into the exterior of a carbon fiber prosthetic socket and an array of vibrating pancake motors embedded into a silicone socket liner. Three haptic mappings were designed based on previous work in psychophysics, haptics, and HCI. These schematics include a spatial discrimination pattern, an amplitude modulated pattern, and a gap detection pattern. To assess the effectiveness of the system, lower-limb amputees were asked to learn the three haptic mappings and use the feedback system to control a virtual ankle to a desired ankle position using a physical knob interface. Results show an overall recognition rate of 85% for all three haptic mappings and error response averages ranging from 8.2 s to 11.6 s.
(cont.) The high recognition rates and lack of variance between the mappings suggest that the three vibration parameters of spatial discrimination, amplitude modulation, and gap detection may be successfully used to represent different ankle parameters. However, the overall successful integration of the vibrotactile display ultimately depends on the interaction between the components of the whole prosthetic system.
by Andrea W. Chew.
S.M.
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Das, Subhrendu. "Demonstration of geographic information system based description of responsive and sensory qualities of two civic nodes of Calcutta." Thesis, Manhattan, Kan. : Kansas State University, 2006. http://hdl.handle.net/2097/197.

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Krajewska, Olga. "Theatre of Modern Era : Stage of Equilibrium." University of Cincinnati / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1460653441.

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32

Rehn, Linda. "Sinnenas arkitektur : I vilken utsträckning planeras och utformas dagens svenska arkitektur med de mänskliga sinnena i beaktning?" Thesis, Uppsala universitet, Konstvetenskapliga institutionen, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-444888.

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This thesis investigates to what extent Swedish architecture of today is planned and designed in consideration to the human senses. A few decades ago the human senses had the light directed to itself in the world of architecture. But what about in the 2020’s, is the light still on or has sensory architecture fallen into oblivion? The objective of the thesis has been to map out whether the visual sense is currently dominating, together with closely related aspects such as whether architectural specialization or the architect’s sex affects how the senses are seen upon, how present the human senses are in today’s Swedish academic architectural programs and what effect this could have on the architecture of tomorrow.  The research method encompasses two structured, quantitative surveys; one aimed at professional architects and one aimed at architectural students/teachers. 114 professional architects responded and 48 students.  The surveys concluded that the visual sense is in fact considered the most important by the respondents and therefore hold a leading position. The human senses are overall considered very important for the user experience, despite this they are not often discussed within the professional field, displaying a lack of debate. Further analyzes establish that professional architects sometimes meet resistance and a lack of understanding among other occupations they collaborate with. The abstract nature of the human senses and the difficulties measuring them mean they can easily be downgraded to “optional aesthetics” by other occupational groups.  Teachers at the academic architectural programs also has an important standing in weighing up, through their teaching, for the limited presence of aspects of the human senses in the current required reading at the universities.
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Nikoli, Maria. "SOUNDMAT : A Sonic and Kinesthetic Tool for Architects." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43353.

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This thesis project aims to bring together knowledge and methods from embodied interaction design in order to help architects expand their current repertoire of sketching tools and methods. As argued by Bernard Tschumi (1996) and Juhani Pallasmaa (2012), architecture is a sight-dominated design field, and architects are faced with the paradox of having to design embodied, multisensory experiences with visual means and from a disembodied perspective.  Situated in the genre of physical computing, the outcome of this thesis is the prototype of a sensor-based tool for sketching with sound and kinesthesia. The prototype is primarily targeted to architects, but may also be of interest to professionals from other fields who are involved in space-making, such as interaction designers, artists, scenographers, and interior designers, among others. The findings of this thesis intend to contribute to the field of interaction design, and especially the subfield of embodied interaction. This thesis addresses the aforementioned problem domain, which was first identified when I practiced the profession of architecture, and then further understood during this project, namely during literature review and user research. Building upon three main areas of theory, this project finds its grounding in embodied interaction theory, phenomenological concepts, as well as a contemporary view of the soma as a united self of mind and body. Fieldwork was a very important part of the process, and methods such as interviews, surveys, and cultural proves were employed to ground the project in user research. Ideation mainly consisted of sketching with embodied methods. Lastly, the user testing of a Wizard-of-Oz prototype was essential in assessing and evaluating the final design.
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Hyatt, Abigail. "Engaging the Senses for Performance: a Framework for Researching Sensory Design Elements and Their Effects on Productivity in the Workplace." Thesis, Available online, Georgia Institute of Technology, 2005, 2005. http://etd.gatech.edu/theses/available/etd-11222005-122709/.

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Altamirano, Espinoza Eduardo Antonio. "Centro de Alto Rendimiento de Fútbol en Cusco." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2020. http://hdl.handle.net/10757/652814.

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El Centro de Alto Rendimiento de Fútbol en Cusco (CARF), es un proyecto que nace a partir de mi pasión y gusto por dicho deporte. Este centro deportivo está diseñado para albergar a jóvenes futbolistas de alto nivel de toda la región sur del Perú. El objetivo principal se centra en el uso de la Arquitectura Sensorial (colores, texturas, patrones de diseño) para lograr el diseño de espacios que generen estímulos y sensaciones positivas en el atleta. A su vez este albergue deportivo busca cubrir las necesidades básicas de los atletas (entrenamiento, atención médica, alimentación, hospedaje y apoyo educacional) para que estos puedan rendir adecuadamente y explotar su máximo potencial. Como objetivo secundario, este proyecto busca fortalecer la identidad cultural de los usuarios y habitantes de la zona. Además de contener todas los espacios necesarios de un CARF, se añadió algunos espacios comunitarios para uso de la población. Este centro deportivo se ubica en una ambiente tranquilo y natural, a las afueras de la zona urbana de la ciudad, para una mayor concentración del atleta. Además, las condiciones climáticas de la zona son favorables para el desarrollo físico del deportista. El proyecto colinda hacia el norte con la zona urbana, ubicando los ambientes más públicos en esa zona. Hacia el sur, el proyecto colinda con un ambiente más natural (río, vegetación, montañas), por lo que los espacios deportivos, habitaciones y estar general se ubican de cara a estas áreas.
The High-Performance Soccer Center in Cusco is a project that was born from my passion and love for this sport. This sports center is designed to house high-level young soccer players from the entire southern region of Peru. The main objective is focused on the use of Sensory Design (colors, textures, design patterns) to achieve the design of spaces that generate stimuli and positive feelings in the athlete. This sports hostel seeks to cover the basic needs of athletes (training, medical care, food, lodging and educational support) so that they can perform adequately and exploit their full potential. As a secondary objective, this project seeks to strengthen the cultural identity of the users and inhabitants of the area. In addition to containing all the necessary spaces of a CARF, some community spaces were added for the use of the population. This sports center is located in a calm and natural environment, on the outskirts of the urban area of ​​the city, for a greater concentration of the athlete. In addition, the climatic conditions of the area are favourable for the physical development of the athlete. The project borders to the north with the urban area, locating the most public environments in that area. Towards the south, the project adjoins a more natural environment (river, vegetation, mountains), so that the sports spaces, rooms, and general living are located facing these areas.
Trabajo de investigación
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36

Wehby, Janet Been. "A Place of Worship: An Architecture Celebrating the Interconnectedness of God, Nature, and Man." Thesis, Virginia Tech, 2004. http://hdl.handle.net/10919/33906.

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This thesis, A Place of Worship, began with particular ideas for the architectural programme. A site was sought in which green design could be implemented for passive solar and water usage. It became apparent that a more important understanding was to be gained: How does an architect touch a site that already has amazing beauty and spiritual voice? Through this work, the answers to this question were lived-out.
Master of Architecture
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Christner, Cammie. "Celebrating the bond between children and nature: designing a sensory outdoor learning environment for Garfield Elementary School in Augusta, Kansas." Kansas State University, 2013. http://hdl.handle.net/2097/15675.

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Master of Landscape Architecture
Department of Landscape Architecture/Regional and Community Planning
Anne Beamish
The current educational model utilized in the United States focuses on teaching technology, preparing for standardized tests, and training students to be productive members of society. These are all valuable and necessary educational goals, especially considering the fact that the current national trend is to promote citizens’ integration into a more global community and job market—significantly affecting the work opportunities available to our country’s youths. However, one of the most necessary and fundamental aspects of childhood—outdoor learning in nature—is being undervalued. Outdoor learning experiences in the natural environment are exceptionally important in encouraging holistic childhood development because they offer children firsthand experiences with natural processes. Through interactions with nature, children are able to witness the impact that human actions have upon the environment. As Richard Louv asserts in the Last Child in the Woods, “Healing the broken bond between our young and nature—is in our self-interest, not only because aesthetics or justice demands it, but also because our mental, physical, and spiritual health depends upon it” (Louv, 2008, 3). The broken relationship between America’s youths and nature must be healed. Public schools offer a unique opportunity for children to be reacquainted with nature because about 90% of American students below the college level attend public schools. In the year 2009, over 2.3 million students attended public elementary schools; 226,082 of those students were in Kansas (National Center for Education Statistics, 2012). Garfield Elementary School in Augusta, Kansas is an ideal situation for the development of an outdoor learning environment that promotes student awareness and connection to local nature. The nature-oriented design of Garfield Elementary School’s grounds, described in this Master’s Report, fosters the creation of deep-seeded emotional ties to the natural world in the children who experience the site—effectively combating Nature-Deficit Disorder by encouraging students to become environmental stewards. This is accomplished by using children’s literature to inspire the organization of spatial environment variety and a range of natural elements (such as water) on the school site, which encourage students to engage in five outdoor learning activities: physical, creative, sensorial, solitary and social.
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Wieser, Erhard [Verfasser], Gordon [Akademischer Betreuer] Cheng, Jun [Gutachter] Tani, and Gordon [Gutachter] Cheng. "A New Developmental Cognitive Architecture for the Autonomous Acquisition of Sensory-Motor Skills on Humanoid Robots / Erhard Wieser ; Gutachter: Jun Tani, Gordon Cheng ; Betreuer: Gordon Cheng." München : Universitätsbibliothek der TU München, 2019. http://d-nb.info/1208831704/34.

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Svetlicic, Ivan. "EMOTION BASED SUBSUMPTION ARCHITECTURE FOR AUTONOMOUS MOBILE ROBOTICS." Miami University / OhioLINK, 2004. http://rave.ohiolink.edu/etdc/view?acc_num=miami1090173118.

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40

Ladhari, Maroua. "Architecture générique de fusion par approche Top-Down : application à la localisation d’un robot mobile." Thesis, Université Clermont Auvergne‎ (2017-2020), 2020. http://www.theses.fr/2020CLFAC052.

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La problématique qui va être abordée dans cette thèse est la localisation d’un robot mobile. Ce dernier, équipé de capteurs bas-coût, cherche à exploiter le maximum d’informations possibles pour répondre à un objectif fixé au préalable. Un problème de fusion de données sera traité d’une manière à ce qu’à chaque situation, le robot saura quelle information utiliser pour se localiser d’une manière continue. Les données que nous allons traiter seront de différents types. Dans nos travaux, deux propriétés de localisation sont désirées: la précision et la confiance. Pour pouvoir le contrôler, le robot doit connaître sa position d’une manière précise et intègre. En effet, la précision désigne le degré d’incertitude métrique lié à la position estimée. Elle est retournée par un filtre de fusion. Si en plus, le degré de certitude d’être dans cette zone d’incertitude est grand, la confiance dans l’estimation sera élevée et cette estimation sera donc considérée comme intègre. Ces deux propriétés sont généralement liées. C’est pourquoi, elles sont souvent représentées ensemble pour caractériser l'estimation retournée de la pose du robot. Dans ce travail nous rechercherons à optimiser simultanément ces deux propriétés.Pour tirer profit des différentes techniques existantes pour une estimation optimale de la pose du robot,nous proposons une approche descendante basée sur l’exploitation d’une carte environnementale définie dans un référentiel absolu. Cette approche utilise une sélection a priori des meilleures mesures informatives parmi toutes les sources de mesure possibles. La sélection se fait selon un objectif donné (de précision et de confiance), l’état actuel du robot et l’apport informationnel des données.Comme les données sont bruitées, imprécises et peuvent également être ambiguës et peu fiables, la prise en compte de ces limites est nécessaire afin de fournir une évaluation de la pose du robot aussi précise et fiable que possible. Pour cela, une focalisation spatiale et un réseau bayésien sont utilisés pour réduire les risques de mauvaises détections. Si malgré tout de mauvaises détections subsistent, elles seront gérées par un processus de retour qui réagit de manière efficace en fonction des objectifs souhaités.Les principales contributions de ce travail sont d'une part la conception d'une architecture de localisation multi-sensorielle générique et modulaire de haut niveau avec un mode opératoire descendant. Nous avons utilisé la notion de triplet perceptif qui représente un ensemble amer, capteur, détecteur pour désigner chaque module perceptif. À chaque instant, une étape de prédiction et une autre de mise à jour sont exécutées. Pour l’étape de mise à jour, le système sélectionne le triplet le plus pertinent (d'un point de vue précision et confiance) selon un critère informationnel. L’objectif étant d’assurer une localisation intègre et précise, notre algorithme a été écrit de manière à ce que l’on puisse gérer les aspects ambiguïtés.D'autre part, l'algorithme développé permet de localiser un robot dans une carte de l'environnement. Pour cela, une prise en compte des possibilités de mauvaises détections suite aux phénomènes d'ambiguïté a été considérée par le moyen d'un processus de retour en arrière. En effet, ce dernier permet d'une part de corriger une mauvaise détection et d'autre part d'améliorer l’estimation retournée de la pose pour répondre à un objectif souhaité
The issue that will be addressed in this thesis is the localization of a mobile robot. Equipped with low- cost sensors, the robot aims to exploit the maximum possible amount of information to meet an objective set beforehand. A data fusion problem will be treated in a way that at each situation, the robot will select which information to use to locate itself in a continuous way. The data we will process will be of different types.In our work, two properties of localization are desired: accuracy and confidence. In order to be controlled, the robot must know its position in a precise and reliable way. Indeed, accuracy refers to the degree of uncertainty related to the estimated position. It is returned by a fusion filter. If, in addition, the degree of certainty of being in this uncertainty zone is important, we will have a good confidence contribution and the estimate will be considered as reliable. These two properties are generally related. This is why they are often represented together to characterize the returned estimate of the robot position. In this work, our objective is to simultaneously optimize these two properties.To take advantage of the different existing techniques for an optimal estimation of the robot position, we propose a top-down approach based on the exploitation of environmental map environmental map defined in an absolute reference frame. This approach uses an a priori selection of the best informative measurements among all possible measurement sources. The selection is made according to a given objective (of accuracy and confidence), the current robot state and the data informational contribution.As the data is noisy, imprecise and may also be ambiguous and unreliable, the consideration of these limitations is necessary in order to provide the most accurate and reliable robot position estimation. For this, spatial focusing and a Bayesian network are used to reduce the risk of misdetection. However, in case of ambiguities, these misdetections may occur. A backwards process has been developed in order to react efficiently to these situations and thus achieve the set objectives.The main contributions of this work are on one side the development of a high-level generic and modular multi sensory localization architecture with a top-down process. We used a concept of perceptual triplet which is the set of landmark, sensor and detector to designate each perceptual module. At each time, a prediction and an update steps are performed. For the update step, the system selects the most relevant triplet (in terms of accuracy and confidence) according to an informational criterion. In order to ensure an accurate and relaible localization, our algorithm has been written in such a way that ambiguity aspects can be managed.On the other side, the developed algorithm allows to locate a robot in an environment map. For this purpose, the possibility of bad detections due to ambiguity phenomena has been taken into account in the backward process. Indeed, this process allows on the one hand to correct a bad detection and on the other hand to improve the returned position estimation to meet a desired objective
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Garbez, Morgan. "Construction de l'architecture et des composantes visuelles d'un buisson ligneux d'ornement : le rosier." Thesis, Rennes, Agrocampus Ouest, 2016. http://www.theses.fr/2016NSARB287/document.

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Les buissons ligneux forment un modèle végétal clé pour répondreaux préoccupations sociales et environnementales.Usuellement transposé sur le modèle arborescent, leur développementarchitectural reste encore peu compris et peu étudiéau regard de leur qualité visuelle. Pour cerner et anticiper cesattentes, une méthodologie pluridisciplinaire visant le managementde la qualité visuelle des plantes d’ornement est proposée.Elle intègre l’architecture des plantes avec sa plasticité phénotypiqueet la perception de leur apparence visuelle. Sur un rosierbuisson : Rosa hybrida L. ‘Radrazz’, l’étude montre commentl’analyse architecturale avec ses outils de modélisation, l’analysesensorielle et d’image peuvent former un cadre scientifi quecohérent visant cet objectif, et transposable à d’autres taxons.Sur rosiers virtuels, et réels exposés à un gradient lumineux, l’apparencevisuelle peut être caractérisée objectivement au moyend’épreuves sensorielles sur vidéode plante en rotation à différentsstades. La vidéo permet aux sujets une meilleure représentationmentale de la plante en 3D, et ainsi une descriptionplus complète et fi able de l’apparence visuelle ; puis de prédirecette description en intégrant statistiquement l’analyse d’imagede plusieurs facettes de la plante. Certaines variables architecturalespertinentes, et de nombreuses équivalentes, potentiellementintéressantes pour étudier le développement des buissonsau cours de leur cycle de vie, permettent de prédire voire d’expliquerl’élaboration des composantes visuelles d’un cultivar
Shrubs form a key plant model to meet social and environmentalconcerns. Usually transposed on the tree model, their architecturaldevelopment is still ill-known and understudied to address visualquality. To identify and anticipate such expectations, the visual qualitymanagement of ornamental plants through a multidisciplinarymethodology is proposed. It includes architecture of the plants withits phenotypic plasticity and their visual appearance perception.On a rose bush: Rosa hybrida L. ‘Radrazz’, this work shows howarchitectural analysis with its modeling tools, sensory evaluationand image analysis can form a coherent scientifi c framework toface up to such a purpose, and be transposed for other taxa. Onvirtual rose bushes, and real ones exposed to a light gradient, thevisual appearance can be characterized objectively by means ofsensory tests using rotating plant video at different stages.Thevideo stand enables a better mental representation of the plant 3Dby the subjects, leading to a more complete and reliable descriptionof the plant visual appearance; then to predict this descriptionthrough statistically integrated image analysis of multiple plantfacets. Some relevant architectural variables, with numerousequivalents, potentially interesting to study the architecturaldevelopment of bushes during their life cycle, enabled to predicteven explain how visual components were built for a cultivar. Fora better market responsiveness, this work lays the foundationfor drafting interactive decision and innovation support tools forb
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Bação, Laura de Matos. "Paradigmas lúdicos." Master's thesis, Universidade de Lisboa, Faculdade de Arquitetura, 2020. http://hdl.handle.net/10400.5/20367.

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Dissertação de Mestrado Integrado em Arquitetura, com a especialização em Arquitetura apresentada na Faculdade de Arquitetura da Universidade de Lisboa para obtenção do grau de Mestre.
Paradigmas Lúdicos parte, essencialmente, de um profundo interesse em torno do papel fundamental e primordial da arquitetura, assim como da sua consequente manipulação nas questões básicas do comportamento humano, tendo como foco primacial os motivos da conduta psicológica, no modo de habitar o espaço. Essa análise exploratória, emerge ao longo do ensaio para características particulares do espaço, assim como a sua influência no processo de crescimento e desenvolvimento infantil. A presente investigação procura assim dissecar e reunir os elementos formais que tanto manipulam como contribuem direta e indiretamente, para o processo de ocupação do espaço, como também do seu poder benéfico nas características psicológicas e comportamentais da criança. No âmbito do tema da arquitetura sensorial e psicologia infantil, propõem-se na prática, um centro de desenvolvimento infantil e apoio familiar, que reúna condições para a prática de atividades lúdicas de desenvolvimento cognitivo, motor, emocional e criativo, aliado a uma plasticidade arquitetónica que estimule a relação entre a criança e o mundo, numa descoberta aliciante e aventurosa. A análise do carácter pedagógico e lúdico da arquitetura serve então como suporte justificativo de opções práticas da proposta arquitetónica. Deste modo, o título do projeto deixa transparecer as intenções da investigação, como verificação da relação imprescindível entre o desenho do espaço e as exigências humanas.
ABSTRACT:Ludic Paradigms derives essentially from a deep interest around the fundamental and primordial role of architecture, as well as its consequent manipulation of the human behavior’s basic questions, focusing on the motives of psychological conduct and the on the way living space is inhabited. This exploratory analysis emerges throughout the essay towards certain characteristics of space, as well as its influence in the process of the child’s development. This research seeks to dissect and gather the formal elements that manipulate and contribute, directly and indirectly, to the process of space occupation, as well as their beneficial influence in the psychological and behavioral characteristics of the child. As part of the theme of sensorial architecture and child psychology, the practical project proposes a center for child development and family support, which aims to meet the conditions for the playful activities of cognitive, motor, emotional and creative development, combined with an architectural plasticity, stimulating the relationship between the child and the world, in an exciting and adventurous discovery. The analysis of the pedagogical and ludic character of architecture serves as a justification to support practical options of the architectural proposal. Thus, the title of the project makes clear the intentions of the investigation, as a verification of the indispensable relationship between space design and human demands.
N/A
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Loli, Castañeda Beatriz Maria del Pilar. "Hospital Oncológico Pediátrico en Lima Norte." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656175.

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El proyecto consiste en la elaboración de un establecimiento de salud de categoría (II-E), es decir un hospital de atención especializada, el cual tiene como funciones la promoción, prevención, recuperación y rehabilitación de pacientes que padezcan de cáncer. Debido a un análisis y mapeo de las unidades oncológicas ubicadas en la capital se dio a conocer el déficit existente y sobre todo el déficit de unidades pediátricas, las cuales no abastecen a Lima y mucho menos a Lima Norte. Este tiene como objetivo crear un hospital oncológico diseñado desde su concepción en los niños, por lo cual se desea generar un hospital amigable y cálido el cual genere una sensación de confort. Se desea contar con espacios que causen un efecto positivo mediante la integración de áreas verdes, salas de espera acogedoras que promuevan el juego, la incorporación de colores en los recorridos e incorporación de la luz natural en las áreas públicas.
The project consists of the elaboration of a health establishment of category (II-E), meaning specialized care hospital, whose functions are promoting, preventing, recovering and rehabilitating patients that suffer from cancer. Due to an analysis and search of oncological units located in the capital, we can notice the deficit of oncological units and specially the deficit of pediatric oncological units, which aren't enough for Lima and much less for North Lima. It has as purpose an oncological hospital designed from its conception for children, which wants to create a warm and friendly hospital that generates a feeling of comfort. It needs to have spaces that cause a positive effect through the integration of green areas, cozy waiting rooms for playing, the incorporation of colors and the incorporation of natural light in public areas.
Tesis
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Randall, William Sanford. "How Methane Made the Mountain: The Material Ghost and the Technological Sublime in Methane Ghosts." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1460722538.

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Yang, Ming. "Sensor based robotic ranging system architecture." Thesis, University of Salford, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.262052.

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46

Erdelj, Milan. "Mobile wireless sensor network architecture : applications to mobile sensor deployment." Phd thesis, Université des Sciences et Technologie de Lille - Lille I, 2013. http://tel.archives-ouvertes.fr/tel-00914987.

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Les progrès de la robotique mobile nous permettent aujourd'hui d'ajouter la notion de mobilité dans plusieurs classes de réseaux de capteurs sans fil. Le déploiement de capteurs mobiles est possible et utile dans de nombreuses applications, comme la surveillance de l'environnement, les applications dans l'industrie, dans la santé et le domaine militaire. Le terme robot mobile peut représenter n'importe quel type de robot avec la capacité de modifier sa position. Cette notion inclut une vaste gamme de robots industriels utilisés dans les lignes de production. Dans le contexte spécifique de cette thèse, l'attention se focalise uniquement sur les robots mobiles et plus particulièrement les véhicules autonomes dont les mouvements ne sont pas limités par leur taille physique. Ainsi, un robot ou un groupe de robots mobiles peuvent être utilisés pour explorer des environnements inconnus et effectuer une variété de fonctions. La mobilité du robot dans le contexte des réseaux de capteurs, nous permet de résoudre les problèmes qui ne pourraient pas être résolues dans un cas statique. Les robots mobiles permettent d'augmenter la robustesse du réseau en remplaçant des nœuds de capteurs et de s'adapter aux environnements inconnus ou dynamiques. Deux thèmes sont abordées dans cette thèse : la conception d'un intergiciels pour les réseaux de robots mobiles et un ensemble d'approches pour le déploiement de robots mobiles dans le cadre de réseaux de capteurs sans fil. L'intergiciel proposé et décrit dans cette thèse permet à l'utilisateur de facilement mettre en œuvre différents types d'algorithmes de déploiement pour les robots mobiles. Il permet de déployer une application sur la station de base centrale qui permet à un utilisateur de rassembler toutes les informations captées par la flotte de robots. L'application de la station de base permet à un utilisateur d'envoyer des commandes à un groupe ou à un robot, introduisant ainsi la commande manuelle en option dans le réseau robotique. L'intergiciel présenté dans ce travail est dédié à être utilisé avec des robots mobiles Wifibot. Il permet réaliser plusieurs tâches. Tout d'abord, il interagit avec le microgiciel du robot pour piloter les moteurs des roues et recueille les informations concernant la sortie du capteur et de l'état de la batterie. Deuxièmement, il gère la communication avec d'autres robots et les stations de base du réseau. Troisièmement, il traite les informations sur l'environnement et les messages reçus des voisins dans le réseau. Enfin, il réagit et il s'adapte de manière rapide et fiable pour aux événements de l'environnement. Dans la deuxième partie de la thèse, trois problèmes sont présentés et analysés : le problème de l'amélioration de la qualité de service avec l'utilisation des réseaux robotiques mobiles, la couverture du point d'intérêt avec des robots mobiles et la découverte de points d'intérêt et leur couverture avec l'utilisation des robots mobiles. Le premier problème est résolu avec l'utilisation de l'algorithme de déploiement qui améliore les performances de la transmission multimédia. Cet algorithme utilise une méthode intrusive pour réunir les métriques de qualité de service. Ensuite, l'attention est focalisé sur l'application des réseaux de capteurs sans fil est la surveillance de l'environnement. Au lieu de surveiller toute la région, couvrir seulement un ensemble de points d'intérêt spécifiques accroît les performances du réseau et réduit le coût de déploiement. Nous faison l'hypothèse que la station de base fixe est placé à l'intérieur du domaine d'intérêt, tandis que les robots mobiles disponibles couvrent le point d'intérêt et relayent l'information vers la station de base. L'approche pour résoudre le dernier problème est basée sur le mouvement continu et à vitesse variable de capteurs mobiles, qui suivent des trajectoires circulaires concentriques afin d'explorer et de couvrir le domaine d'intérêt. En se déplaçant constamment, les capteurs exécutent la tâche de découverte de l'environnement et, en ajustant la vitesse de déplacement, ils répondent aux contraintes de la couverture et la connectivité avec la station de base. L'algorithme installé sur tous les capteurs mobiles est distribué et introduit une nouvelle technique de calcul de la vitesse en fonction des informations disponibles à partir des capteurs dans le voisinage à un-saut. Ces algorithmes de déploiement de robots mobiles ont prouvé leur faisabilité à travers de nom- breuses simulations ainsi que dans la mise en pratique en s'appuyant sur l'intergiciel proposé.
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Fryman, Joshua Bruce. "SoftCache Architecture." Diss., Georgia Institute of Technology, 2005. http://hdl.handle.net/1853/7205.

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Multiple trends in computer architecture are beginning to collide as process technology reaches ever smaller feature sizes. Problems with managing power, access times across a die, and increasing complexity to sustain growth are now blocking commercial products like the Pentium 4. These problems also occur in the embedded system space, albeit in a slightly different form. However, as process technology marches on, today's high-performance space is becoming tomorrow's embedded space. New techniques are needed to overcome these problems. In this thesis, we propose a novel architecture called SoftCache to address these emerging issues for embedded systems. We reduce the on-die memory controller infrastructure which reduces both power and space requirements, using the ubiquitous network device arena as a proving ground of viability. In addition, the SoftCache achieves further power and area savings by converting on-die cache structures into directly addressable SRAM and reducing or eliminating the external DRAM. To avoid the burden of programming complexity this approach presents to the application developer, we provide a transparent client-server dynamic binary translation system that runs arbitrary ELF executables on a stripped-down embedded target. One drawback to such a scheme lies in the overhead of additional instructions required to effect cache behavior, particularly with respect to data caching. Another drawback is the power use when fetching from remote memory over the network. The SoftCache comprises a dynamic client-server translation system on simplified hardware, targeted at Intel XScale client devices controlled from servers over the network. Reliance upon a network server as a ``backing store' introduces new levels of complexity, yet also allows for more efficient use of local space. The explicitly software managed aspects create a cache of variable line size, full associativity, and high flexibility. This thesis explores these particular issues, while approaching everything from the perspective of feasibility and actual architectural changes.
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Eroglu, Muammer. "A New Stack Architecture For Sensor Networks." Master's thesis, METU, 2006. http://etd.lib.metu.edu.tr/upload/12607590/index.pdf.

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In this thesis, a new stack architecture for sensor networks is proposed. The stack consists of the following layers: application, query, aggregation, network, MAC and physical. Various algorithms are implemented using this stack and it is shown that this stack is modular. Following an overview of sensor networks, the previous protocol stack suggestions for sensor networks are examined. Sensor network algorithms that can be classified as sensor data management systems are surveyed and compared with each other. Four of the surveyed algorithms, namely, TAG, Synopsis Diffusion, Tributary-Delta and Directed Diffusion are implemented using the introduced stack. The implementation is performed using a sensor network model developed with OMNeT++ simulator. The simulation results are compared to the original results of these algorithms. Obtaining similar results, the stack and algorithm implementations are validated, moreover, it is shown that the stack does not induce any performance degradation. Using the implementation details of the algorithms, the modularity of the suggested stack is demonstrated. Finally, additional benefits of the stack are discussed.
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49

Murphy, Robin Roberson. "An architecture for intelligent robotic sensor fusion." Diss., Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/8226.

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50

Makarenko, Alexei A. "A Decentralized Architecture for Active Sensor Networks." University of Sydney. Aerospace, Mechanical and Mechantronic Engineering, 2004. http://hdl.handle.net/2123/661.

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This thesis is concerned with the Distributed Information Gathering (DIG) problem in which a Sensor Network is tasked with building a common representation of environment. The problem is motivated by the advantages offered by distributed autonomous sensing systems and the challenges they present. The focus of this study is on Macro Sensor Networks, characterized by platform mobility, heterogeneous teams, and long mission duration. The system under consideration may consist of an arbitrary number of mobile autonomous robots, stationary sensor platforms, and human operators, all linked in a network. This work describes a comprehensive framework called Active Sensor Network (ASN) which addresses the tasks of information fusion, decistion making, system configuration, and user interaction. The main design objectives are scalability with the number of robotic platforms, maximum flexibility in implementation and deployment, and robustness to component and communication failure. The framework is described from three complementary points of view: architecture, algorithms, and implementation. The main contribution of this thesis is the development of the ASN architecture. Its design follows three guiding principles: decentralization, modularity, and locality of interactions. These principles are applied to all aspects of the architecture and the framework in general. To achieve flexibility, the design approach emphasizes interactions between components rather than the definition of the components themselves. The architecture specifies a small set of interfaces sufficient to implement a wide range of information gathering systems. In the area of algorithms, this thesis builds on the earlier work on Decentralized Data Fusion (DDF) and its extension to information-theoretic decistion making. It presents the Bayesian Decentralized Data Fusion (BDDF) algorithm formulated for environment features represented by a general probability density function. Several specific representations are also considered: Gaussian, discrete, and the Certainty Grid map. Well known algorithms for these representations are shown to implement various aspects of the Bayesian framework. As part of the ASN implementation, a practical indoor sensor network has been developed and tested. Two series of experiments were conducted, utilizing two types of environment representation: 1) point features with Gaussian position uncertainty and 2) Certainty Grid maps. The network was operational for several days at a time, with individual platforms coming on and off-line. On several occasions, the network consisted of 39 software components. The lessons learned during the system's development may be applicable to other heterogeneous distributed systems with data-intensive algorithms.
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