Sök:

Sökresultat:

112 Uppsatser om Gaming gear - Sida 3 av 8

Optimering av sintrade kugghjul

Powder Metal (PM) gears are machine element components which operate under the same principle as conventional gears, but, due to their intrinsic material characteristic need to be designed slightly different, and its manufacturing process offers advantages previously unobtainable by conventional steel gear manufacturing methods. The use of PM in similar applications, such as synchronous hubs, makes them a suitable candidate for production in such material. The current master thesis work focuses on gear design using PM by utilizing finite element method (FEM) to reduce weight and inertia taking into account root bending strength and tooth deflection.First a topological optimization is used to determine feasible candidates for different web designs which have as objective to reduce volume, similar topologies were shown during different loading conditions; and hence, this topology was chosen as a suitable candidate. A shape optimization of the topological candidate was performed having as state variables root bending strength, independent for compressive and tensile side of the tooth loading; and tooth deflection, which in concept can be correlated to static transmission error (TE).Another aspect in this thesis analysed is the possibility to incorporate non-trochoid root geometry, a trochoid root is always present when machining with a hob, into the gear root and hence reduce the stress concentration here. Due to the use of PM, a non-symmetric optimized root can be achieved and hence be optimizing compression and tension.Results showed significantly lower inertia, for example certain results showed 40% reduced when compared to solid gear, with adverse effects as increase in tooth deformation and increase in maximum principal stress.

Elektromekanisk växel för tunga lyft : Konceptutveckling

The basis of the study lies with a newly patented gearbox by cardiologist and inventor Stig Lundbäck. Stig founded CorPower Ocean AB to further develop the gearbox to be used in a wave energy device. The purpose of this project is to develop a concept of a lifting system with CorPower Oceans gearbox that is more energy efficient than a hydraulic lifting system. The goal is to use technology from CorPower Oceans gearbox inversely to perform heavy lifting as an alternative to hydraulics. The project is limited to applying the gearbox and gear rack on a forklift with a lifting capacity of ten tons.The main tool in this project will be the product development process Systems Engineering where only the most relevant parts will be used to develop a concept.

Misogyni i gamingkultur : En kvalitativ diskursanalytisk studie om reproduktionen av patriarkal dominans i gamingkultur

Misogyny in gaming culture ? a qualitative discourse analysis of the reproduction of patriarchal dominance in the gaming culture is based on Teun A. van Dijk's belief that a dominant group continuously produces and reproduces its social dominance over a subordinate group by using the language. The members of this group do not simply do this by being. A person does not want to risk damaging its reputation which makes the dominant group forced to use various strategies to reproduce its dominance.

Experimentell spelmekanik - Realtidsaction m oter turbaserad strategi

In the gaming industry, it has long been popular to combine genres with the aim ofcreating games that bring together the best of several worlds. However, there are stillmany unexplored combinations with good potential.This report addresses the planning and development of a game prototype that combinestwo game genres, turn-based and real-time strategy. In addition to presenting the results,the report also discusses the di culties that were encountered and how they were handled.The prototype contains a working combat system and a basic AI. The prototype ismodular, which means that it is easy for an end user to extend the game with extra content.Most elements that were considered important from the two genres were implemented, butthere is still room for improvement and further development.The result is evaluated by means of quality assurance, a process that is commonly usedin the gaming industry. The response has been generally positive, which indicates thatthe combination has potential and should be explored further..

Framtagning av en remdriven växellåda till en häcksax

The project was performed in collaboration with Husqvarna, one of the world?s leading manufacturer in the market of electric outdoor products. The report is a thesis work of a bachelor mechanical engineer program, in the field product development and design.The project is a study of the development opportunities within drive belt for a gear driven gearbox to one of Husqvarnas petrol powered hedge trimmers. A big part of the project was also to find combinations of materials for all components in the gearbox, to reduce weight and maintain or improve the performance of the system. Belt drive was of interest to investigate as an alternative solution to the current design that can reduce wear on the system at a performance test performed in the company before the product is released to market.

Mellan digitala och fysiska världar : En utredning av immersionens och realismens retorik i kommersiella datorspel

This master thesis examines commercial video games and their relation to the concept of immersion and realism. Games as a communicative medium is quite a new area of interest within rhetorical research in Sweden. Most of the research conducted has, however, been focused on gaming and formation on opinion ? games that explicitly tries to persuade the player, unlike commercial games that focus on entertainment, that is. But that does not mean that commercial games cannot influence us.

Proffs eller no?rdar : En kvalitativ studie om samha?llets syn pa? e-sport

Despite the vast research on the effects of gaming, little is know how the phenomenon of e-sports and it?s followers is portrayed. While media can have significant impact on what and how e-sport is portrayed, no studies have been done in a Swedish context. This thesis aims at filling that gap with investigations of the two major Swedish newspapers. Six articles was analyzed with critical discourse analysis with a theoretical base of journalism.The result of which indicated that between the period of 2005 and 2012 e-sport and players was considered to be professional, committed and more in a sense that reminded much of the view on more traditional sport such as soccer and hockey.

Quickrelease

This diploma work has been based on finding a solution to Hälsoteknikcentrum i Halland. The task was to design the wheels of a wheelchair gear, so they can put on and remove with a locking feature.I have sketched out the solution and drawn up in Catia v5, which will be handed over to health technology centers for accounting.  .

Styrning och nödbroms av ModuLith

The purpose of this project is to get a fully functional, automatic steering system and a variable breaking system with an emergency breaking function to an off road vehicle. This off road vehicle is supposed to work as an aid in military situations. A team of two, Sebastian Attervall and Nichlas Gustafsson, got an order from Jonas Nyårds and the PreeRunners Project to construct a steering system that could manoeuvre an off road vehicle without any human involvement. To make this possible the vehicle would be guided by onboard sensors, cameras and computers. The team where also assigned to construct an automatic breaking system, there also no human would be involved.

Gruesome Gaming : En studie i marknadsföring på sociala medier

Vi har valt att titta på hur E-sportmarknaden använder sig av sociala medier för att sprida sig ut bland medierna och nå befintliga och framtida användare. E-sport är ett begrepp som innefattar all typ av elektronisk sport. Dota2 och Starcraft 2 är två exempel på spel där E-sport är ett vinnande koncept. Vi har valt att skapa föreningen, Gruesome Gaming som ligger till grund för uppgiften för att kunna ta reda på hur de sociala medierna fungerar i marknadsföringssyfte. Människors beteende på Internet samt hur människor hanterar marknadsföring på Internet kommer upplysas närmare i arbetets resultatkapitel.

Gruesome Gaming: En studie i marknadsföring på sociala medier

Vi har valt att titta på hur E-sportmarknaden använder sig av sociala medier för att sprida sig ut bland medierna och nå befintliga och framtida användare. E-sport är ett begrepp som innefattar all typ av elektronisk sport. Dota2 och Starcraft 2 är två exempel på spel där E-sport är ett vinnande koncept. Vi har valt att skapa föreningen, Gruesome Gaming som ligger till grund för uppgiften för att kunna ta reda på hur de sociala medierna fungerar i marknadsföringssyfte. Människors beteende på Internet samt hur människor hanterar marknadsföring på Internet kommer upplysas närmare i arbetets resultatkapitel.

Kravspecifikation för en knapp till ett automatväxlingskoncept

This thesis deals with the development of a specification regarding a push-button, which will be used to control the gear-shifting function in an automobile. In addition to this the author will describe different techniques and theories that have been helpful in achieving data and results for the specification.Kongsberg Automotive AB, is located in Mullsjö, Sweden, the company supplies parts to the automotive industry. In the research and development department, R&D, there is a group that works with development of Shift-By-Wire systems. In an automobile with a Shift-By-Wire system the communication between the gear-shifter and the gear-box occurs electronically. The mechanical link is, in most cases, taken away and replaced by the digital system.

Datorspel = Lärande? : En kvalitativ studie angående gymnasieelevers attityder gällande datorspel som läromedel

The gaming market has become the fastest growing market for leisure and is one of the most popular forms of homeentertainment. This has generated a media debate about how people are affected by gaming and concernes how we are affected by the violence that may occur in games. Games proponents argues that gaming is the future of teaching and computer games are becoming a sustainable and popular instruction strategy. Some studies have long used computer games for educational purposes. By interviewing high school students in focus groups as qualitative research, I studied their attitudes towards computer games as a learning tool.

Kvinnor, datorspel och identifikation : en genusanalys av två datorspel och två kvinnors datorspelande

This essay covers computer gaming as seen from a perspective of gender theory. The main purpose of the essay is to examine women?s relationship to computer games, and more specifically women?s attitudes to the games they play. The theoretical basis for this essay is sprung from a hermeneutic perspective. The empirical basis for analysis consists of two in depth interviews and game analysis of the two computer games Counter Strike and Final Fantasy XI.

Ansvar eller lönsamhet - En studie av Svenska Spel och Systembolaget

This paper examines Systembolaget and Svenska Spel, two Swedish state-owned enterprises, both functioning as monopolies. Systembolaget is the state owned monopoly for marketing of alcoholic beverages. Svenska Spel is the state owned gaming operator. Svenska Spel's task is to provide citizens with gaming products. Both companies are expected to market their products and services while taking caution and minimize damages, but are also supposed to deliver various degrees of economic revenue.

<- Föregående sida 3 Nästa sida ->