Design and Assessment of Compact Optical Systems Towards Special Effects Imaging
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Design Charrette
MEETING AGENDA – design charrette CLIENT: STATE COLLEGE AREA SCHOOL DISTRICT PROJECT: Ferguson Township Elementary School Project MEETING DATE: August 13 – 14, 2009 MEETING TIME: 8:30 AM – 4:00 PM MEETING TOPIC: DESIGN CHARRETTE The focus of this design charrette will be to develop the conceptual design for the Ferguson Township Elementary facility that will be carried into the schematic design process. The integration of educational facility design, site design and related sustainable design techniques will be the focus of this process. Participants will be fully engaged in the design process and will have the opportunity to share in the overall design decision making. Ferguson Township Elementary Design Charrette Thursday August 13 8:30 AM – 4:00 PM Time Topic Location 8:30 AM - 8:45 AM WELCOME & INTRODUCTION TO THE CHARRETTE PROCESS FTES 8:45 AM – 9:30 AM WALKING TOUR OF SITE FTES 9:30 AM – 9:45 AM REVISIT PROJECT PARAMETERS (site issues and program) FTES 9:45 AM – 10:15 AM REVIEW OF PROJECT TOUCHSTONES & LEED GOALS FTES 10:15 AM - 10:45 AM THE BUILDING AS A TEACHING TOOL FTES 10:45 AM – 11:00 AM VIRTUAL TOUR OF EDUCATIONAL SPACES FTES 11:00 AM – 11:30 AM SITE FLOWS EXERCISE FTES 11:30 AM – 12:15 PM LUNCH/ TRAVEL FROM FTES to MNMS travel 12:15 PM – 1:45 PM DESIGN SESSION 1 – SITE DESIGN AND “BIG IDEAS” MNMS 1:45 PM – 3:30 PM INTERNAL FEEDBACK MNMS 3:30 PM – 4:00 PM DOCUMENTATION OF THE “BIG IDEAS” MNMS SCHRADERGROUP architecture LLC | 161 Leverington Avenue, Suite 105 | Philadelphia, Pennsylvania 19127 | T: 215.482.7440 | F: 215.482.7441 | www.sgarc.com Friday August 14 8:30 AM – 4:00 PM Time Topic Location 8:30 AM – 8:45 AM REFLECTION ON THE S“BIG IDEAS” MNMS 8:45 AM – 10:15AM DESIGN SESSION 2 MNMS 10:15 AM – 12:00 PM INTERNAL FEEDBACK MNMS 12:00 PM – 12:45 PM LUNCH brown bag 12:45 PM – 2:15 PM DESIGN SESSION 3 MNMS 2:15 PM – 3:30 PM INTERNAL FEEDBACK MNMS 3:30 PM – 4:00 PM NEXT STEPS MNMS The information developed during this design charrette will become the basis for the schematic design process to be carried through the process. -
502-13 Magnifiers and Telescopes
13-1 I and Instrumentation Design Optical OPTI-502 © Copyright 2019 John E. Greivenkamp E. John 2019 © Copyright Section 13 Magnifiers and Telescopes 13-2 I and Instrumentation Design Optical OPTI-502 Visual Magnification Greivenkamp E. John 2019 © Copyright All optical systems that are used with the eye are characterized by a visual magnification or a visual magnifying power. While the details of the definitions of this quantity differ from instrument to instrument and for different applications, the underlying principle remains the same: How much bigger does an object appear to be when viewed through the instrument? The size change is measured as the change in angular subtense of the image produced by the instrument compared to the angular subtense of the object. The angular subtense of the object is measured when the object is placed at the optimum viewing condition. 13-3 I and Instrumentation Design Optical OPTI-502 Magnifiers Greivenkamp E. John 2019 © Copyright As an object is brought closer to the eye, the size of the image on the retina increases and the object appears larger. The largest image magnification possible with the unaided eye occurs when the object is placed at the near point of the eye, by convention 250 mm or 10 in from the eye. A magnifier is a single lens that provides an enlarged erect virtual image of a nearby object for visual observation. The object must be placed inside the front focal point of the magnifier. f h uM h F z z s The magnifying power MP is defined as (stop at the eye): Angular size of the image (with lens) MP Angular size of the object at the near point uM MP d NP 250 mm uU 13-4 I and Instrumentation Design Optical OPTI-502 Magnifiers – Magnifying Power Greivenkamp E. -
Draft Conceptual Design Report Bolinas Lagoon North End Restoration Project
DRAFT Draft Conceptual Design Report Bolinas Lagoon North End Restoration Project Marin County Parks and Open Space District August 2017 DRAFT Draft Conceptual Design Report DRAFT Marin County Parks and Open Space District Prepared for: Marin County Parks and Open Space District 3501 Civic Center Drive Suite 260 San Rafael, CA 94903 Prepared by: AECOM 300 Lakeside Drive Suite #400 Oakland, CA, 94612 aecom.com Prepared in association with: Carmen Ecological Consulting, Watershed Sciences, Peter Baye Ecological Consulting Prepared for: Marin County Parks and Open Space District AECOM ǀ Carmen Ecological, Watershed Sciences, and Peter Baye Consulting Draft Conceptual Design Report DRAFT Marin County Parks and Open Space District Table of Contents Executive Summary ................................................................................................................................................. ES-1 PART I – PROJECT OVERVIEW ................................................................................................................................... 3 1. Introduction ......................................................................................................................................................... 3 1.1 Project Location ....................................................................................................................................... 4 1.2 Purpose and Need .................................................................................................................................. -
A Handling Qualities Analysis Tool for Rotorcraft Conceptual Designs
The Aeronautical Journal June 2018 Volume 122 No 1252 960 pp 960–987.© Royal Aeronautical Society 2018 doi: 10.1017/aer.2018.43 A handling qualities analysis tool for rotorcraft conceptual designs B. Lawrence [email protected] NASA’s Ames Research Center, San Jose State University Moffett Field, California US C. R. Theodore and W. Johnson NASA’s Ames Research Center, National Aeronautics and Space Administration Moffett Field, California US T. Berger U.S. Army Aviation Development Directorate Moffett Field California US ABSTRACT Over the past decade, NASA, under a succession of rotary-wing programs, has been moving towards coupling multiple discipline analyses to evaluate rotorcraft conceptual designs. Handling qualities is one of the component analyses to be included in such a future Multidisciplinary Analysis and Optimization framework for conceptual design of Vertical Take-Off and Landing (VTOL) aircraft. Similarly, the future vision for the capability of the Concept Design and Assessment Technology Area of the U.S Army Aviation Development Directorate also includes a handling qualities component. SIMPLI-FLYD is a tool jointly developed by NASA and the U.S. Army to perform modelling and analysis for the assessment of the handling qualities of rotorcraft conceptual designs. Illustrative scenarios of a tiltrotor in forward flight and a single-main rotor helicopter at hover are analysed using a combined process of SIMPLI-FLYD integrated with the conceptual design sizing tool NDARC. The effects of variations of input parameters such as horizontal tail and tail rotor geometry were evaluated in the form of margins to fixed- and rotary-wing handling qualities metrics and the computed vehicle empty weight. -
Design Process Visualizing and Review System with Architectural Concept Design Ontology
INTERNATIONAL CONFERENCE ON ENGINEERING DESIGN, ICED’07 28 - 31 AUGUST 2007, CITE DES SCIENCES ET DE L'INDUSTRIE, PARIS, FRANCE DESIGN PROCESS VISUALIZING AND REVIEW SYSTEM WITH ARCHITECTURAL CONCEPT DESIGN ONTOLOGY Sung Ah Kim and Yong Se Kim Creative Design & Intelligent Tutoring Systems (CREDITS) Research Center, Sungkyunkwan University, Korea ABSTRACT DesignScape, a prototype design process visualization and review system, is being developed. Its purpose is to visualize the design process in more intuitive manner so that one can get an insight to the complicated aspects of the design process. By providing a tangible utility to the design process performed by the expert designers or guided by the system, novice designers will be greatly helped to learn how to approach a certain class of design. Not only as an analysis tool to represent the characteristics of the design process, the system will be useful also for learning design process. A design ontology is being developed as a critical part of the system, to represent designer’s activities associated with various design information during the conceptual design process, and then to be utilized for a computer environment for design analysis and guidance. To develop the design ontology, a conceptual framework of design activity model is proposed, and then the model has been tested and elaborated through investigating the early phase of architectural design. A design process representation model is conceptualized based on the ontology, and reflected into the development of the system. Keywords: Design Process, Design Research, Design Ontology, Design Activity, Architectural Design 1 INTRODUCTION Design is an evolving process interwoven with numerous intermediate representations and various design information. -
Supporting Pre-Production in Game Development Process Mapping and Principles for a Procedural Prototyping Tool
DEGREE PROJECT IN THE FIELD OF TECHNOLOGY INDUSTRIAL ENGINEERING AND MANAGEMENT AND THE MAIN FIELD OF STUDY COMPUTER SCIENCE AND ENGINEERING, SECOND CYCLE, 30 CREDITS STOCKHOLM, SWEDEN 2020 Supporting Pre-Production in Game Development Process Mapping and Principles for a Procedural Prototyping Tool PAULINA HOLLSTRAND KTH ROYAL INSTITUTE OF TECHNOLOGY SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE Abstract Game development involves both traditional software activities combined with creative work. As a result, game design practices are characterized by an extensive process of iterative development and evaluation, where prototyping is a major component to test and evaluate the player experience. Content creation for the virtual world the players inhabit is one of the most time-consuming aspects of production. This experimental research study focuses on analyzing and formulating challenges and desired properties in a prototyping tool based on Procedural Content Generation to assist game designers in their early ideation process. To investigate this, a proof of concept was iteratively developed based on information gathered from interviews and evaluations with world designers during a conceptual and design study. The final user study assessed the tool’s functionalities and indicated its potential utility in enhancing the designers’ content exploration and risk management during pre-production activities. Key guidelines for the tool’s architecture can be distilled into: (1) A modular design approach supports balance between content controllability and creativity. (2) Design levels and feature representation should combine and range between Micro (specific) to Macro (high-level, abstract). The result revealed challenges in combining exploration of the design space with optimization and refinement of content. -
6 Designing Conventional Data Warehouses
6 Designing Conventional Data Warehouses The development of a data warehouse is a complex and costly endeavor. A data warehouse project is similar in many aspects to any software develop- ment project and requires definition of the various activities that must be performed, which are related to requirements gathering, design, and imple- mentation into an operational platform, among other things. Even though there is an abundant literature in the area of software development (e.g., [48, 248, 282]), few publications have been devoted to the development of data warehouses. Some of these publications [15, 114, 119, 146, 242] have been written by practitioners and are based on their experience in building data warehouses. On the other hand, the scientific community has proposed a variety of approaches for developing data warehouses [28, 29, 35, 42, 47, 79, 82, 114, 167, 203, 221, 237, 246]. Nevertheless, many of these approaches target a specific conceptual model and are often too complex to be used in real-world environments. As a consequence, there is still a lack of a method- ological framework that could guide developers in the various stages of the data warehouse development process. This situation results from the fact that the need to build data warehouse systems arose before the definition of formal approaches to data warehouse development, as was the case for operational databases [166]. In this chapter, we propose a general method for conventional-data- warehouse design that unifies existing approaches. This method allows de- signers and developers to better understand the alternative approaches that can be used for data warehouse design, helping them to choose the one that best fits their needs. -
Application of Machine Learning Techniques in Conceptual Design
View第 3 1metadata,卷 第 4 citation期 and similar papers at core.ac.uk贵州工业大学学报(自然科学版) broughtV o tol .you31 byN o .CORE4 2002 年 8 月 JO U RNA L OF G U IZ HO U UN IV ERSIT Y OF T ECHNO LOG Y provided by PolyUA Institutionalugust .20 Repository02 (Na tural Science Edition) Article ID:1009-0193(2002)04-0021-06 Application of machine learning techniques in conceptual design TANG Ming-xi (Design Technology Research Centre , School of Design , The Hong Kong Polytechnic University , Hong Kong , China) Abstract :One of the challenges of developing a computational theory of the design process is to support learning by the use of com putational mechanisms that allow fo r the generation , accumula- tion and transfo rmation of design know ledge learned from design experts , or design exam ples . One of the w ay s in w hich machine learning techniques can be integrated in a know ledge-based de- sign support sy stem is to model the early stage of the design process as an incremental and induc- tive learning of design problem structures .The need for such a model arises from the need of cap- turing , refining , and transferring design know ledge at different levels of abstraction so that it can be manipulated easily .In desig n , the know ledge generated from past design solutions provides a feedback for modifying and enhancing the design know ledge base .Without a learning capability a design system is unable to reflect the desig ner' s grow ing ex perience in the field and designer' s a- bility to use knowledge abstracted from past design cases .In this paper , w e present three applica- tions of machine learning techniques in conceptual design and evaluate their effectiveness . -
Design Process Overview
Design Process Master Planning A multi-stage process is involved in order to take a project from 2. Concept (Schematic) Design: The landscape architect a “vision” to a complete built project; commonly referred to as explores and creates multiple design concepts during “The Design Process.” Projects that are developed through the this stage. Conceptual designs incorporate the general Concept (Schematic) Community Visioning Program and presented on these boards characteristics of elements and amenities. The landscape Design are the beginning of this design process. Depending upon the architect will modify the concepts created during this stage project scale, scope and detail, the length of time between as more specific site information is gathered during the each stage will vary as well as the people who are involved. The subsequent Design Development stage. landscape architect may include other professionals (i.e., civil engineers, structural engineers, electrical engineers, surveyors, 3. Design Development: During this stage the landscape geotechnical engineers, building architects, etc.), on the design architect works to refine the conceptual design and define the team, depending upon the type and scope of the project. specific scope of the project. He or she also develops specific methods of construction, specific aesthetics and quality levels. Vi sio The landscape architect will address various issues such as ning The five primary stages of the design process are: drainage, accessibility, illumination coverage, etc., in more 1. Master Planning: During the initial stage of the design depth. process the landscape architect develops the overall concept of the building and/or site. Both near- and long-term projects are Design Development 4. -
Smartphone-Based Endoscope System for Advanced Point-Of-Care Diagnostics: Feasibility Study
JMIR MHEALTH AND UHEALTH Bae et al Original Paper Smartphone-Based Endoscope System for Advanced Point-of-Care Diagnostics: Feasibility Study Jung Kweon Bae1, MEng (Biomed Eng); Andrey Vavilin1, PhD; Joon S You1, PhD; Hyeongeun Kim1, BE; Seon Young Ryu2, PhD; Jeong Hun Jang3, MD; Woonggyu Jung1, PhD 1Ulsan National Institute of Science and Technology, Department of Biomedical Engineering, Ulsan, Republic Of Korea 2Pohang University of Science and Technology, Creative IT Engineering, Pohang, Republic Of Korea 3Ajou University Hospital, Department of Otorhinolaryngology, Suwon, Republic Of Korea Corresponding Author: Woonggyu Jung, PhD Ulsan National Institute of Science and Technology Department of Biomedical Engineering 110dong, 709ho, 50 Unist gil Ulsan, 44919 Republic Of Korea Phone: 82 1084640110 Fax: 82 1084640110 Email: [email protected] Abstract Background: Endoscopic technique is often applied for the diagnosis of diseases affecting internal organs and image-guidance of surgical procedures. Although the endoscope has become an indispensable tool in the clinic, its utility has been limited to medical offices or operating rooms because of the large size of its ancillary devices. In addition, the basic design and imaging capability of the system have remained relatively unchanged for decades. Objective: The objective of this study was to develop a smartphone-based endoscope system capable of advanced endoscopic functionalities in a compact size and at an affordable cost and to demonstrate its feasibility of point-of-care through human subject imaging. Methods: We developed and designed to set up a smartphone-based endoscope system, incorporating a portable light source, relay-lens, custom adapter, and homebuilt Android app. We attached three different types of existing rigid or flexible endoscopic probes to our system and captured the endoscopic images using the homebuilt app. -
Conceptual Design and the Entity
Conceptual Design Steps in Database Design and The Entity- Relationship Model • Requirements Analysis – user needs; what must database do? CS 186 Spring 2006 • Conceptual Design Lectures 19 & 20 – high level descr (often done w/ER model) R &G - Chapter 2 • Logical Design A relationship, I think, is like a – translate ER into DBMS data model shark, you know? It has to • Schema Refinement constantly move forward or it – consistency, normalization dies. And I think what we got on • Physical Design - indexes, disk layout our hands is a dead shark. • Security Design - who accesses what, and how Woody Allen (from Annie Hall, 1979) Databases Model the Real World Conceptual Design • “Data Model” allows us to translate real • What are the entities and relationships in world things into structures computers the enterprise? can store • What information about these entities and • Many models: Relational, E-R, O-O, relationships should we store in the Network, Hierarchical, etc. database? • Relational • What are the integrity constraints or –Rows & Columns business rules that hold? – Keys & Foreign Keys to link Relations Enrolled • A database `schema’ in the ER Model can sid cid grade Students be represented pictorially (ER diagrams). 53666 Carnatic101 C sid name login age gpa 53666 Reggae203 B 53666 Jones jones@cs 18 3.4 • Can then map an ER diagram into a 53650 Topology112 A 53688 Smith smith@eecs 18 3.2 relational schema. 53666 History105 B 53650 Smith smith@math 19 3.8 ER Model Basics name ssn lot ER Model Basics (Contd.) since Employees name dname ssn lot did budget • Entity: Real-world object, distinguishable from other objects. -
1 METAMATERIAL LENS DESIGN by Ralph Hamilton Shepard III
Metamaterial Lens Design Item Type text; Electronic Dissertation Authors Shepard III, Ralph Hamilton Publisher The University of Arizona. Rights Copyright © is held by the author. Digital access to this material is made possible by the University Libraries, University of Arizona. Further transmission, reproduction or presentation (such as public display or performance) of protected items is prohibited except with permission of the author. Download date 30/09/2021 22:36:57 Link to Item http://hdl.handle.net/10150/194734 1 METAMATERIAL LENS DESIGN by Ralph Hamilton Shepard III ____________________________ Copyright © Ralph Hamilton Shepard III 2009 A Dissertation Submitted to the Faculty of the COLLEGE OF OPTICAL SCIENCES In Partial Fulfillment of the Requirements For the Degree of DOCTOR OF PHILOSOPHY In the Graduate College THE UNIVERSITY OF ARIZONA 2009 2 THE UNIVERSITY OF ARIZONA GRADUATE COLLEGE As members of the Dissertation Committee, we certify that we have read the dissertation prepared by Ralph Hamilton Shepard III entitled Metamaterial Lens Design and recommend that it be accepted as fulfilling the dissertation requirement for the Degree of Doctor of Philosophy ____________________________________________________________Date: 04/23/09 Jose Sasian ____________________________________________________________Date: 04/23/09 John Greivenkamp ____________________________________________________________Date: 04/23/09 Stanley Pau Final approval and acceptance of this dissertation is contingent upon the candidate’s submission of the final