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Uma abordagem unificada para análise exploratória e simulação interativa visual; An unified approach to visual exploratory analysis and interactive simulation

Freitas, Carla Maria Dal Sasso
Fonte: Universidade Federal do Rio Grande do Sul Publicador: Universidade Federal do Rio Grande do Sul
Tipo: Tese de Doutorado Formato: application/pdf
Português
Relevância na Pesquisa
68.054976%
Análise exploratória visual e simulação interativa visual são duas áreas afins, porém tratadas separadamente até o momento. 0 trabalho relatado neste texto objetivou a abordagem unificada destas duas classes de problemas, a partir da identificação de ambas com as questões de linguagens visuais, visualização de dados e de programas. A partir de estudos de casos considerados representativos destas duas classes (análise de dados multivariados populacionais, análise de dados multivariados espaciais, análise de dados univariados, estudo de campos eletromagnéticos a partir de resultados da análise de elementos finitos, simulação interativa visual de objetos animados dinamicamente e simulação interativa de sistemas discretos) é estabelecida uma classificação de entidades e atributos. Entidades são consideradas como pertencendo a três grandes classes: sistemas compostos por múltiplas entidades, objetos manufaturáveis e entidades ou fenômenos naturais, e são caracterizadas por atributos que podem ser analisados de acordo com sua natureza, o tipo dos valores que podem assumir, a natureza e dimensão do domínio no qual estão definidos. A seguir, são identificados os objetivos e tarefas no tratamento das entidades e atributos. Como objetivos considera-se observação de objetos num contexto...

Uma Nova abordagem para modelagem e simulação interativa visual; A new approach to visual interactive modeling and simulation

Wagner, Paulo Rech
Fonte: Universidade Federal do Rio Grande do Sul Publicador: Universidade Federal do Rio Grande do Sul
Tipo: Tese de Doutorado Formato: application/pdf
Português
Relevância na Pesquisa
58.210576%
Nos últimos anos, vários esforços têm sido realizados para desenvolver ambientes de simulação mais amigáveis para seus usuários (modeladores e tomadores de decisões). Técnicas de computação gráfica tem sido largamente utilizadas na interface com o usuário, tanto para a apresentação dos resultados da simulação em pós-processamento ou durante a experimentação, como para a construção de modelos de simulação através de editores gráficos. Desta forma, vários estudos na área de simulação têm sido direcionados para ambientes que ofereçam facilidades para a modelagem e experimentação, trazendo novos conceitos como simulação interativa visual (VIS - Visual Interactive Simulation) e modelagem interativa visual (VIM - Visual Interactive Modeling). A partir de estudos de diversos sistemas e ambientes de simulação, através de uma análise de seus recursos e facilidades disponíveis, são definidos de forma bem clara os conceitos de VIS e VIM. VIM se refere à construção do modelo de simulação com auxílio de recursos visuais e interativos na fase de modelagem, enquanto que VIS se refere a execução do modelo de simulação (usa a descrição gerada em VIM) através de recursos oferecidos na fase de experimentação. Desta forma...

Ambiente de simulação visual interativa; A visual interactive simulation environment"

Lindstaedt, Ernesto
Fonte: Universidade Federal do Rio Grande do Sul Publicador: Universidade Federal do Rio Grande do Sul
Tipo: Dissertação Formato: application/pdf
Português
Relevância na Pesquisa
67.844346%
Ao longo dos anos houve um aumento considerável da complexidade das simulações o que tem motivado intensa pesquisa com o intuito de possibilitar uma analise mais adequada e efetiva dos dados gerados pelas mesmas. A elaboração de modelos bem como sua verificação e validação também são alvos passíveis de aprimoramento, podendo levar ao desenvolvimento de uma serie de recursos que podem revolucionar a atividade de simulação em pouco tempo. Há também uma tendência de use crescente de representações gráficas bem como de animações na simulação, respaldada pelo maior poder de processamento alcançado pelas estações de trabalho recentemente. A presente dissertação consistiu no projeto e implementação de um ambiente de simulação visual interativa chamado VISE (de Visual Interactive Simulation Environment). Este ambiente utilizou a linguagem SIMSCRIPT como ferramenta de modelagem e oferece uma serie de recursos de interação, controle e visualização com o intuito de facilitar e potencializar a atividade de simulação.; Recent years have seen a considerable increase on the complexity of simulations. This growing complexity is the motivation for an intense research on more adequate and effective tools for the analysis of data generated by simulations. The activities of building...

Simulation Tools of DC-DC Converters for Power Electronics Education

Canesin, Carlos A.; Goncalves, Flavio A. S.; Sampaio, Leonardo P.
Fonte: Institute of Electrical and Electronics Engineers (IEEE) Publicador: Institute of Electrical and Electronics Engineers (IEEE)
Tipo: Conferência ou Objeto de Conferência Formato: 5628-5637
Português
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47.73768%
This paper presents interactive simulation tools to support the enhancement of power electronics education considering DC to DC converters. These interactive tools make use of the benefits of Java language to provide a dynamic and interactive visualization of simulations in steady-state for idealized non-isolated DC to DC converters. Additionally, this paper discusses the features and the usage of the interactive educational tools to serve as a first design tool for the laboratory experiments in the power electronics courses. In this way, some results were confronted with a well-known simulator package and with experimental results in order to validate the developed interactive simulation tools.

Simulation Tools for Power Electronics Courses Based on Java Technologies

Canesin, Carlos A.; Goncalves, Flavio A. S.; Sampaio, Leonardo P.
Fonte: Institute of Electrical and Electronics Engineers (IEEE) Publicador: Institute of Electrical and Electronics Engineers (IEEE)
Tipo: Artigo de Revista Científica Formato: 580-586
Português
Relevância na Pesquisa
47.582856%
Conselho Nacional de Desenvolvimento Científico e Tecnológico (CNPq); This paper presents interactive power electronics educational tools. These interactive tools make use of the benefits of Java language to provide a dynamic and interactive approach to simulating steady-state ideal rectifiers (uncontrolled and controlled; single-phase and three-phase). Additionally, this paper discusses the development and use of Java applet programs to assist the teaching of conventional power electronics rectifier circuits and to serve as a first design tool for basic laboratory experiments in power electronics courses. Comparison was made among results obtained using a well-known simulator package, experimental results, and the developed interactive simulation applets in order to validate the latter.

Interactive DC-DC converters tools for instant design and education

Gonçalves, Flávio A. S.; Sampaio, Leonardo P.; Canesin, Carlos A.
Fonte: Universidade Estadual Paulista Publicador: Universidade Estadual Paulista
Tipo: Conferência ou Objeto de Conferência Formato: 1074-1081
Português
Relevância na Pesquisa
47.93831%
This paper deals with the usage of interactive simulations tools to serve as an oriented design tool for the lectures and laboratory experiments in the power electronics courses. A dynamic and interactive visualization of simulations for idealized converters in steady state are provided by the proposed educational tools, allowing students to acquire qualification in non-isolated DC-DC converters, without previous circuitry knowledge, either without the usage of sophisticated simulation packages. The interaction with proposed simulation tools can be accomplished by student using direct or graphic mode. In direct mode the parameters related with the design of converter can be inserted simply editing default values presented in textboxes, while in the graphic mode students interact indirectly with design information by manipulating visual widgets. In order to corroborate the proposed interactive simulation tools, comparisons of results from buck-boost and boost converters on proposed tools and a well-known simulator package with those on experimental evaluation from laboratory classes were presented. © 2009 IEEE.

Interaktive Simulation biomechanischer Bewegungsabläufe; Interactive simulation of biomechanical movements

Hans, Torsten
Fonte: Universidade de Tubinga Publicador: Universidade de Tubinga
Tipo: Dissertação
Português
Relevância na Pesquisa
47.81572%
Ziel dieser Arbeit war die Entwicklung eines allgemeinen biomechanischen Menschmodells, das unter dem Gesichtspunkt einer schnellen interaktiven Simulation in Wechselwirkung mit seiner Umwelt treten kann. Schnell bedeutet hierbei, dass spätestens innerhalb von wenigen Sekunden das gewünschte Simulationsergebnis vorliegt. Interaktiv heißt zum einen, dass während der Berechnung jederzeit eine grafische Darstellung der Simulationsszene erfolgt und zum anderen, dass der Anwender während der Simulation die Möglichkeit hat aktiv einzugreifen. Die Genauigkeit der Simulation wird dabei keineswegs vernachlässigt werden. Erreicht wird dies vor allem indem bei der Kollisionserkennung neue Wege gegangen werden und bei der Aufstellung der Bewegungsgleichungen eine spezielle Struktur erstellt wird. Dabei wird eine starke Verknüpfung zwischen der 3-dimensionalen Grafik und der Simulation hergestellt, so dass beide eng miteinander verbunden sind. Das heißt zum einen, dass die physikalischen Parameter wie zum Beispiel Masse und Trägheitstensor direkt aus der 3D-Flächendarstellung eines Körpers berechnet werden und zum anderen, dass die Simulation die 3D-Grafik verwendet um eine Wechselwirkung des Menschmodells mit der Umwelt und sich selbst herzustellen. Für biomechanische Simulationen sind vor allem die Kenntnis bzw. Rekonstruktion der inneren Momente des Menschen bei bestimmten Bewegungsabläufen interessant. Am Beispiel einer aktiven Vorwärtssimulation eines Reckturners wird die Einsetzbarkeit des hier entwickelten Verfahrens zur Rekonstruktion von inneren Momenten demonstriert. Weitere Ziele der biomechanischen Menschsimulation sind ausgiebige Parameter- und Sensitivitätsanalysen ohne die eine Simulation nicht validiert werden kann. Dies soll am Beispiel von Fussgänger-PKW Unfallsimulationen demonstriert werden.; The goal of this thesis was the development of a general biomechanical human model computer simulation...

An evaluation of B-ISDN for the communication architecture requirements of Distributed Interactive Simulation (DIS)

Arias, Christopher V.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Tipo: Tese de Doutorado
Português
Relevância na Pesquisa
47.16394%
Approved for public release; distribution is unlimited; Distributive Interactive Simulation (DIS) requires a communication architecture to support large scale simulations (100,000 entities). The communication architecture requirements for DIS are now being defined. DIS will require a wide area network that supports high data rates, multicasting and low latency. DoD can no longer afford unique solutions for the their wide area networking needs and must align their service requirements with the services provided by common carriers. An analysis is presented on how the future Broadband Integrated Services Digital Network(B-ISDN) and its technology standard, Asynchronous Transfer Mode (ATM), could help meet the WAN communication architecture requirements of DIS. The requirements of DIS are presented and mapped into a format compatible with international standards for common carrier services. Quality of Services (QoS) parameter values for DIS information types are estimated and compared to those of B-ISDN, Conclusions reveal that B-ISDN and its underlying technology, ATM, will help meet the DIS WAN communication architecture needs. Also, QoS parameter values for DIS require further definition and specificity to enable DoD to take advantage of the future common carrier services. DoD needs to define its future application requirements that are compatible with common carrier services

An automated approach to Distributed Interactive Simulation (DIS) protocol entity development

Canterbury, Michael G.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Tipo: Tese de Doutorado
Português
Relevância na Pesquisa
47.16394%
One problem associated with the Distributed Interactive Simulation (DIS) architecture is its limited ability to support real time, simulated engagements of more than 1000 entities. To solve this problem, it is necessary to refine the existing DIS protocol and optimize the form and content of DIS network traffic. Fundamental to this solution is the need to (1) adopt a structured grammar to be used in describing the protocol, (2) provide a means to author and edit refined DIS data elements, and (3) expedite the coding and implementation of related protocol improvements. In simple terms, the problem addressed by this thesis is to meet each of these requisite needs. The approach was to design and build a protocol development tool. This was accomplished in three phases. First, a modified Backus Naur Form (BNF) grammar was formulated for use in modeling DIS data elements. Next, this grammar was applied to the Protocol Data Units (PDU) and data types specified in the current DIS standard. Finally, a tool, the DIS Protocol Support Utility, was developed as a means to automate the process of authoring, editing, and implementing refinements to the DIS protocol. As a result of this effort, the data elements depicted in the current DIS standard have been specified using a BNF- Irke grammar. The Protocol Support Utility has been used to process this grammar and automatically generate the program source code associated with each data element...

X3D Distributed Interactive Simulation (DIS) Implementation and Run-Time Discovery of New Entities using X3DOM

McGregor, Don; Harder, Byron; Brutzman, Don
Fonte: Escola de Pós-Graduação Naval Publicador: Escola de Pós-Graduação Naval
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
57.294688%
New capabilities in web browser JavaScript implementations including networking, improved graphics performance, and improved speed allow the implementation of Networked Virtual Environments (NVEs) inside the web browser. An NVE can be written in JavaScript, which enables deployment in the enterprise entirely from a web server without the use of browser plugins. We discuss one implementation of this idea using X3DOM, an opensource implementation of the X3D standard written in JavaScript. The Open-DIS library for the IEEE Distributed Interactive Simulation (DIS) network protocol is used to create a partial implementation of the X3D standard’s DIS profile. Mechanisms for using the X3D DIS Profile DISEntityTypeMapping and DISEntityManager to enable run-time discovery and launching of new entities are discussed. Measurements of the capabilities and performance aspects of Websockets for network transport demonstrate excellent results.

Delta3D: a complete open source game and simulation engine for building military training systems

McDowell, Perry; Darken, Rudolph; Sullivan, Joe; Johnson, Erik
Fonte: Society for Modeling and Simulation International Publicador: Society for Modeling and Simulation International
Tipo: Artigo de Revista Científica
Português
Relevância na Pesquisa
57.089087%
Dela3D, the open source game and simulation engine built for military training, in continuing to be improved to meet the requirements of the military users. The most recent upgrades, available in versions 1.4 and later, include adding capability for After Action Rerview, integration with SCORM-compliant learning management systems (LMS's), and distributed interactive simulation (DIS) networking. Additionally, more applications, created by both government users and civilian companies, continue to be built using Delta3D and its expanding capabilities. With these added features, Delta3D has become the engine of choice for several military simulations, including programs of record. The developers and program managers of these programs were attracted by its advanced technical features, its lack of proprietary vendor lock-in and licensing fees, and the ability to quickly produce sophisticated applications using Delta3D. This paper discusses the current state of Delta3D version 1.4 and how developers and program managers can use Delta3D to quickly and cheaply build complex training systems. It will also briefly touch uopn the systems currently being built using Delta3D and how some of these have been proven to work in a training environment. It will also discuss what improvements to the engine will be added in the near future.

Building an object model of a legacy simulation

Larimer, Larry R
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Português
Relevância na Pesquisa
47.52207%
Approved for public release; distribution is unlimited; The Department of Defense proclamation that all simulations comply with High Level Architecture (HLA) standards prompted the U.S. Army Training and Doctrine Command (TRADOC) Analysis Center (TRAC) to investigate the feasibility of including Janus in future HLA Federations. Janus, one of the Army's most extensively used models, is an stochastic high-resolution simulation. As a procedural legacy model coded prior to the rise of object-oriented programming, there are considerable challenges for Janus to meet HLA requirements. This thesis proposes a methodology to produce a HLA Simulation Object Model (SOM) for procedurally implemented legacy simulations. The result obtained by using this methodology is a general object model and one or more SOMs. The general object model provides a full object-oriented template of the legacy simulation that is unrestricted by the model's code or the minimum requirement for interoperability. The SOM is derived from the general object model. This research indicates that procedural legacy simulations can comply with the HLA SOM requirement. In order to achieve this compliance, it is advantageous to first develop the general object model. Additionally...

NPSNET-IV: a real-time, 3D distributed interactive virtual world

Young, Roy David.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Tipo: Tese de Doutorado Formato: 66 p.
Português
Relevância na Pesquisa
47.67717%
Approved for public release; distribution is unlimited.; The problems addressed by this research are to develop a new NPSNET simulator to allow simulations with any simulator that complies with the Distributed Interactive Simulation (DIS) protocol; to provide a more realistic simulation by maximizing the use of the Silicon Graphics Inc. (SGI) Reality Engine; and to provide for future extensions to the system. The approach taken for this research was to develop a DIS based simulator. To provide greater realism, Performer, a 3-D toolkit made by SGI was used to take advantage of its multiprocessing management capabilities, real-time scene management, and other rapid rending tools. To enhance the systems extensibility, C++ object classes were used to encapsulate entity behaviors and user inputs. The result of this work is the NPSNET-IV simulation system. This system uses the DIS protocol to interact with other heterogeneously developed simulators as was demonstrated in a week long simulation between NPSNET-IV and two different simulation systems written by the Air Force Institute of Technology. Performer's direct access to the Reality Engine hardware and real-time scene management allows integration of more realistic models and higher rates of movement in the virtual world. The extensibility of the system is enhanced through the use of C++ objects...

STAFFSIM, an interactive simulation for rapid, real time course of action analysis by U.S. Army Brigade Staffs

Bohman, William E.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Tipo: Tese de Doutorado Formato: xi, 112 p.
Português
Relevância na Pesquisa
57.12845%
Approved for public release; distribution is unlimited; The U.S. Army has fielded a wide range of simulations for tactical units. The purpose of these simulations range from training individual skills to collective training for corps staffs. Currently fielded simulations are not designed for operational use. Most are operated by contract civilian personnel and require fixed base facilities. Furthermore, many of these simulations require extensive lead-time to initiate useable scenarios. When the army rolls to the field, its simulations are left behind. The army's staff planning process places huge cognitive demands unit staffs, often resulting in sub optimal decision making. Simulations can provide a useful tool to help staffs visualize and understand complex time-space relationships and unit interactions. Eliminating the need for these factors to be visualized in the mind's eye allows staffs to focus their cognitive abilities on synchronizing mission plans. This thesis develops a prototype simulation for operational use by brigade staffs. The simulations purpose is course of action analysis as described in the war gaming step of the staff planning process. To be used operationally, the simulation must be easy to use, provide rapid scenario development...

An agent-based architecture for generating interactive stories

Osborn, Brian A.
Fonte: Monterey, California. Naval Postgraduate School Publicador: Monterey, California. Naval Postgraduate School
Formato: xviii, 166 p. : ill. (some col.) ; 28 cm.
Português
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57.987407%
Approved for public release, distribution is unlimited.; The Department of Defense relies on modeling and simulation for a variety of purposes, including joint exercise training, developing and evaluating doctrine and tactics, and studying weapon system effectiveness. Advances in technology have made the achievement of technically and visually accurate simulations possible, but little has been done to present realistic scenarios while supporting user interaction. This dissertation describes a multi-agent interactive simulation engine for generating interactive scenarios or stories. A general-purpose multi-agent system simulation architecture, called a Connector-based Multi-Agent System (CMAS) is developed and presented, along with a software agent communication and coordination mechanism. In this architecture, stories are generated through discovery as a by-product of agent interactions, rather than being fixed in advance. The ensuing story adapts to the user's interventions and is closely aligned to the goals of the agents. The multi-agent system design of the story engine has resulted in a data-driven simulation engine, which is domain independent and highly scalable. The story engine is fielded as the underlying simulation engine behind the U.S. Army's America's Army: Soldiers project. The instantiation of the story engine as it applies to Soldiers is presented. As a component of Soldiers...

Um conjunto de classes para simulacao interativa visual de processadores no ambiente simoo; A class set for visual interactive simulation at SIMOO environment

Ferreira, Luciano
Fonte: Universidade Federal do Rio Grande do Sul Publicador: Universidade Federal do Rio Grande do Sul
Tipo: Dissertação Formato: application/pdf
Português
Relevância na Pesquisa
57.608037%
O Projeto T&D-Bench (Teaching and Design Workbench) tern como objetivo fornecer um ambiente didático para fins de avaliação de desempenho de processadores utilizando modelagem e simulação interativas visuais. A aplicação dos conceitos de orientação a objetos (abstração, encapsulamento, herança e polimorfismo) em modelagem de hardware vem sendo amplamente discutida na literatura. Entre os benefícios que este paradigma traz para os modelos de hardware pode-se citar: maior responsabilidade dos modelos, melhor documentação e facilidade de manutenção. O ambiente SIMOO é composto por uma biblioteca de classes e por uma ferramenta gráfica (MET - Model Edition Tool). Este ambiente, utilizado como plataforma para o desenvolvimento deste trabalho, é um ambiente genérico para modelagem e simulação de sistema discretos no qual os modelos sAo construídos de maneira hierárquica e utilizam os conceitos de orientação a objetos como metodologia de projeto e implementação. Este trabalho é a primeira etapa de desenvolvimento do projeto T&D-Bench e iniciou com a modelagem dos processadores Intel 8051 e DLX. Com isso foi possível identificar componentes de arquitetura de processadores que pudessem ser generalizados. As classes genéricas...

A Multirate Control Strategy to the Slow Sensors Problem: An Interactive Simulation Tool for Controller Assisted Design

Salt, Julián; Cuenca, Ángel; Palau, Francisco; Dormido, Sebastián
Fonte: MDPI Publicador: MDPI
Tipo: Artigo de Revista Científica
Publicado em 27/02/2014 Português
Relevância na Pesquisa
47.473076%
In many control applications, the sensor technology used for the measurement of the variable to be controlled is not able to maintain a restricted sampling period. In this context, the assumption of regular and uniform sampling pattern is questionable. Moreover, if the control action updating can be faster than the output measurement frequency in order to fulfill the proposed closed loop behavior, the solution is usually a multirate controller. There are some known aspects to be careful of when a multirate system (MR) is going to be designed. The proper multiplicity between input-output sampling periods, the proper controller structure, the existence of ripples and others issues need to be considered. A useful way to save time and achieve good results is to have an assisted computer design tool. An interactive simulation tool to deal with MR seems to be the right solution. In this paper this kind of simulation application is presented. It allows an easy understanding of the performance degrading or improvement when changing the multirate sampling pattern parameters. The tool was developed using Sysquake, a Matlab-like language with fast execution and powerful graphic facilities. It can be delivered as an executable. In the paper a detailed explanation of MR treatment is also included and the design of four different MR controllers with flexible structure to be adapted to different schemes will also be presented. The Smith's predictor in these MR schemes is also explained...

Survey study of the QoS Management in Distributed Interactive Simulation Through Dead Reckoning Algorithms

Hakiri, Akram; Berthou, Pascal; Gayraud, Thierry
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 23/08/2010 Português
Relevância na Pesquisa
47.16394%
Dead Reckoning mechanism allows reducing the network utilization considerably when used in Distributed Interactive Simulation Applications. However, this technique often ignores available contextual information that may be influential to the state of an entity, sacrificing remote predictive accuracy in favor of low computational complexity. The remainder of this paper focuses on the analysis of the Dead Reckoning Algorithms. Some contributions are expected and overviews of the major bandwidth reduction techniques currently investigated are discussed. A novel extension of Dead Reckoning based on ANFIS systems is suggested to increase the network availability and fulfilling the required QoS in such applications. The model shows it primary benefits regarding the other research contributions, especially in the decision making of the behavior of simulated entities.

Addressing the Challenge of Distributed Interactive Simulation With Data Distribution Service

Hakiri, Akram; Berthou, Pascal; Gayraud, Thierry
Fonte: Universidade Cornell Publicador: Universidade Cornell
Tipo: Artigo de Revista Científica
Publicado em 23/08/2010 Português
Relevância na Pesquisa
47.473076%
Real-Time availability of information is of most importance in large scale distributed interactive simulation in network-centric communication. Information generated from multiple federates must be distributed and made available to interested parties and providing the required QoS for consistent communication. The remainder of this paper discuss design alternative for realizing high performance distributed interactive simulation (DIS) application using the OMG Data Distribution Service (DDS), which is a QoS enabled publish/subscribe platform standard for time-critical, data-centric and large scale distributed networks. The considered application, in the civil domain, is used for remote education in driving schools. An experimental design evaluates the bandwidth and the latency performance of DDS and a comparison with the High Level Architecture performance is given.

Redesigning the design process through interactive simulation: A case study of life-cycle engineering in jet engine conceptual design

Kerley, Warren; Wynn, David C.; Eckert, Claudia M.; Clarkson, P. John
Fonte: Inderscience Publicador: Inderscience
Tipo: Article; accepted version
Português
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47.42965%
Post-print; Many aerospace companies are currently making the transition to providing fully-integrated product-service offerings in which their products are designed from the outset with life-cycle considerations in mind. Based on a case study at Rolls-Royce, Civil Aerospace, this paper demonstrates how an interactive approach to process simulation can be used to support the redesign of existing design processes in order to incorporate life-cycle engineering (LCE) considerations. The case study provides insights into the problems of redesigning the conceptual stages of a complex, concurrent engineering design process and the practical value of process simulation as a tool to support the specification of process changes in the context of engineering design. The paper also illustrates how development of a simulation model can provide significant benefit to companies through the understanding of process behaviour that is gained through validating the behaviour of the model using different design and iteration scenarios.; This research was co-funded by the Technology Strategy Board?s Collaborative Research and Development programme (www.innovateuk.org), reference TP/2/IC/6/I/10292, and the IMRC Block Grant. We are also indebted to Dr. Michael Moss and all the other personnel within Rolls-Royce who supported this research.