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216 Uppsatser om Navigation mesh - Sida 1 av 15

Strömmande video i trådlösa mesh nätverk : Streaming video in wireless mesh networks

This document?s content is the final report of the master´s dissertation Magnus Hällström did during springtime of year 2013. The dissertation?s subject is 802.11s wireless mesh networks with streaming video as a focus point.  During the dissertation a wireless mesh network was set up with different attached cameras for streaming video. A sun panel solution was also tested with the goal of creating a package with a self-configuring network node streaming video, powered by nothing but solar energy. .

En simuleringsmiljö för distribuerad navigering

This master thesis studies distributed navigation which isa function implemented in a future network based combat information system to improve the accuracy in navigation for combat vehicles in a mechanized battalion, above all in the event of loss of GPS. In the event of loss of the GPS the vehicles obtain dead reckoning performance through the backup system that consists of an odometer and a magnetic compass. Dead reckoning means a drift in the position that makes the accuracy in the navigation worse. The distributed navigation function uses position and navigation data with measurements between the vehicles to estimate the errors and uncertainties in positions, which are used to improve the accuracy in position for the vehicles. To investigate and demonstrate distributed navigation, a simulation environment has been produced in Matlab.

Beteendebubblan : En studie om navigationsbeteende på internet med fokus på korta navigationstillfällen

The purpose of this paper is to explore web use and web navigation behavior. This paper presents findings from qualitative research based on interviews and diarie studies. The basis of this study is Eli Parisers work about ?the filter bubble?. As personalization systems shape our experience of the web, based on who we are, our bubble of knowledge and information becomes smaller.

Den optimala bloggen : En kvalitativ studie om bloggläsares attityder och idéer kring bloggdesign

The purpose of this study is to examine which aspects of blogs and blog design that are important to blog readers but also to find new ideas for blog design. From a qualitative standpoint we have examined how seven users experience that blogs design, structure and functionalities affects the general experience of the blog. The study also examines how the users wish to interact with a blog. During two design workshops we let seven active blog readers imagine and sketch out the design and functionalities they would like in a blog. We put this in relation to theories about the anatomy of blogs, methods of design, social navigation and virtual communities.The major finding is that the aspects most important to blog readers are navigation, structure and social interaction.

Visuell Navigation : En studie om vägledande visuella element i spel

Visuella vägledande element kan höja eller sänka en spelupplevelse. Därför har vi gjort en studie kring hur man kan uppnå intuitiv visuell navigation med fyra beprövade visuella vägledande element, nämligen ljussättning, färgkulör, färgmättnad samt objektplacering. Dessa element har använts för att skapa ett visuellt språk i en bana som vi har låtit ett antal respondenter spela och simultant kommentera. Resultaten har varit som väntat, att ljussättning fungerar som det starkast vägledande elementet, samt att respondenterna reagerade på, samt vägleddes av, nämnda element..

SocialSurf: ett verktyg för social navigering i webbläsaren

Today, we can see that social navigation is embedded in different kinds of websites, but there is still little support for social navigation in the web browser. Our main concern has been how we construct a tool that fills this hole in the web browser. By letting the theory, the prototype and the focus group serve as input/output to each other we could create a better overview of how the different pieces were intertwined. This has been a crucial mental model for us to obtain since it has helped us to understand how we could realize the theory through our prototype and thereby come to the conclusion of what aspects of the theory that we should put forward to further development. After constructing the prototype we thought that it would support social navigation, but realized after analyzing the discussion of the focus group that we are not there yet.

Navigering, sensorfusion och styrning för autonom markfarkost

The aim of the Master?s Thesis work is to study and develop algorithms for autonomous travel of a UGV (Unmanned Ground Vehicle). A vehicle for the mounting of sensors has been constructed in order to perform the work. Since the UGV is to be used outdoor in urban areas, GPS can be used. To improve precision and robustness, inertial navigation is used in addition to GPS, since GPS reception is likely to be diminished in such areas.

Utfodring i finmaskiga hönät : hästens ättid och skötarens arbetsmiljö

Horses are by nature herbivores, specialized on grass, and graze during the main part of the day. The horse has neither changed this basic behaviour nor the function of gastro-intestinal tract, when the horse was domesticated by man. A horse on pasture has an even production of saliva and gastric acids. The buffering effect of the saliva makes the pH in the stomach above four throughout most of the day. With abnormal long breaks of eating, the pH may decrease, causing an increased risk of gastric ulcer.

Upplevelse genom navigation : Hur användarens förväntningar påverkar upplevelsen

Navigation är ett centralt begrepp i spelanvändning, trots att det ofta ses som ett nödvändigt ont. Det här arbetet intresserar sig för upplevelsen av navigation i två typer av programvara ? spel och nyttoprogram. Detta arbete går ut på att granska hur upplevelsen av navigation i programvara är beroende på användarnas förväntningar ? om användarna tror sig använda programvara för nytta eller för nöje.

Jämförelse av vägpunkter och navigationsnät för vägfinning

Då artificiella intelligenta agenter försöker navigera i en virtuell värld med statiska hinder så behöver dess väg beräknas. För denna beräkning används ett lager som beskriver hur och vart agenten kan röra sig i världen kallat för sökrymd. Detta kan göras på flera olika sätt vilket ger skillnad i prestanda och minnesåtgång samt indirekta fördelar genom sättet sökrymden är uppbyggd på. Genom att jämföra dessa skillnader i olika miljöer så kan resultatet påvisa vilka egenskaper sökrymdstyperna ger i de olika miljöerna.Rapporten visar att n-sidat polygonbaserat navigationsnät ger mycket bra egenskaper i de olika mätningarna och ger även flera fördelar på grund av dess utformning som gör att det kan anpassa sig bra till olika miljöer..

Time Machine Computing for Media Improvisation

C3LOOPS is an application for DJs and VJs based on surface interaction. A system is said to be based on surface interaction if it presents content on a two dimensional, endless surface that a user navigates through zoom, pan and incremental text filtering where processing is tightly coupled with the content without breaking the workflow. C3LOOPS is designed to encourage improvisation and collaboration. During improvisation changes occur rapidly. Allowing navigation through time as well as the two spatial dimensions of an interaction surface the possibility of unlimited undo operations opens up.

CFD simulering av en fyrtakts Otto motorcykel motor

This thesis deals with the numerical 3D simulation of a four stroke, spark-ignited, internalcombustion engine, which is mounted on a high performance motorcycle. The work, carried outin collaboration with Politecnico di Milano and MV Agusta, focuses on the simulation of theintake, compression and expansion stroke, including combustion simulation, using an opensource CFD code.Simulation of internal combustion engines offers a great challenge in the field of CFD research.Moving boundaries of the solution domain, caused by the motion of the piston and valves, leadsto deformation of the computational grid, with decreasing quality of the solution as result. Basedon this, a previously developed mesh motion strategy was employed where a number of meshesare used to cover the whole simulation cycle. Within each mesh interval the internal cell pointsof the mesh are moved to account for the boundary motion of the piston and valves. This strategywas previously applied to simplified geometries as well as real engine geometries.

FRAM i främmande farvatten : En funktionell resonans analys på högfartsnavigering i maritim miljö

This is a study that was conducted during a three day exercise of the Swedish Armed Forces called ?Amfibieförbandet?, which is shortened as AMF, in Gothenburg. During the exercise three scientists followed the crew on the boats and this is one of the studies that became the result of the observation made during the exercise. The boats that was used during the three days were the boat called ?Stridsbåt 90H? by the Swedish armed forces.

Navigationshjälpmedel i tredimensionella virtuella miljöer och understödjande av minne

This thesis explores different ways of navigation in virtual environments. It also investigates how virtual environments can support human memory. Tests are done using a self made virtual model of Orkanen Library, Malmö högskolas school library. Among the different navigation tests that were done, a visual guidance in form of a line on the ground leading to the goal is showed superior when navigating a virtual environment but that people prefer legible landmarks instead. Tests were also done which show that a 3D-model of a real location supports context based memory.

Studie av integration mellan rategyron och magnetkompass

This master thesis is a study on how a rategyro triad, an accelerometer triad, and a magnetometer triad can be integrated into a navigation system, estimating a vehicle?s attitude, i.e. its roll, tipp, and heading angles. When only a rategyro triad is used to estimate a vehicle?s attitude, a drift in the attitude occurs due to sensor errors.

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