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Knock modeling: an integrated tool for detailed chemistry and engine cycle simulation

For the simultaneous evaluation of the influence on engine knock of both chemical conditions and global operating parameters, a combined tool was developed. Thus, a two-zone kinetic model for SI engine combustion calculation (Ignition) was implemented into an engine cycle simulation commercial code. The combined model predictions are compared with experimental data from a single-cylinder test engi

A Method and System for Consolidating Multimedia Object Management in Heterogeneous Media Systems

Today’s multimedia systems use different types of media with different play-out devices. Currently we are heading towards a situation where for example cellular content providers, the home entertainment industry and networked multimedia over the Internet provide different content and dirferent formats that are incompatible with devices from the other systems. This is in stark contrast with the cur

Kundval för äldre och funktionshindrade i Norden. Konsumentperspektivet

Kundval för äldre och personer med funktionshinder diskuteras i de nor-diska länderna och i vissa fall har det också införts. Kundval i handikapp-omsorgen förekommer då personer med funktionshinder väljer sin per-sonliga assistent. I äldreomsorgen finns det system där den äldre efter ett biståndsbeslut kan få välja vem som ska utföra vissa insatser. Några svenska kommuner var pionjärer i början av

Smeared Crack analysis Using a Generalized Fictitious Crack model

he fictitious crack model is extended so that it includes the effect of crack shearing. By the introduction of the so-called equivalent length, it is possible to establish a smeared version of the fictitious crack model. The equivalent length is a purely geometrical quantity that depends entirely on the size and form of the element and on the crack direction. A realistic modeling of crack shearing

Procedural Generation of 3D Caves for Games on the GPU

Procedural Content Generation in Games (PCG) is a thriv- ing field of research and application. Recent presented ex- amples range from levels, stories and race tracks to complete rulesets for games. However, there is not much research to date on procedural 3D modeling of caves, and similar en- closed natural spaces. In this paper, we present a modular pipeline to procedurally generate underground