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Erfinderisches Problemlösen mit TRIZ : Zielbeschreibung, Problemdefinition und Lösungspriorisierung
(2017)
Die Theorie des erfinderischen Problemlösens, TRIZ, ist eine Systematik von Annahmen, Regeln, Methoden und Werkzeugen zur innovativen Systemverbesserung z.B. von Produkten, Prozessen, Dienstleistungen oder Organisationen. Diese Richtlinie erläutert TRIZ-Werkzeuge und -Methoden, die insbesondere in den Phasen "Zielbeschreibung", "Problemdefinition" und "Lösungspriorisierung" des Problemlösungsprozesses eingesetzt werden. Die Detailtiefe der Beschreibung erlaubt eine Einschätzung der Werkzeuge und Methoden hinsichtlich Einsatzzwecken, Ergebnissen und Funktionsweise. Die jeweilige Beschreibung der Methoden und Werkzeuge enthält konkrete Aussagen über Zielsetzung und Ergebnis ihres Einsatzes.
Since their dawning, space communications have been among the strongest driving applications for the development of error correcting codes. Indeed, space-to-Earth telemetry (TM) links have extensively exploited advanced coding schemes, from convolutional codes to Reed-Solomon codes (also in concatenated form) and, more recently, from turbo codes to low-density parity-check (LDPC) codes. The efficiency of these schemes has been extensively proved in several papers and reports. The situation is a bit different for Earth-to-space telecommand (TC) links. Space TCs must reliably convey control information as well as software patches from Earth control centers to scientific payload instruments and engineering equipment onboard (O/B) spacecraft. The success of a mission may be compromised because of an error corrupting a TC message: a detected error causing no execution or, even worse, an undetected error causing a wrong execution. This imposes strict constraints on the maximum acceptable detected and undetected error rates.
How can manufacturers or service companies provide better services with connected products, without having acquired a powerful IT infrastructure nor the competences for software development?
Today companies can appeal to a relocated-IT-infrastructure provider, which is called Cloud.
Consequently, they do not have to manage and take care of the safety/security aspect, the updates and the breakdown of the infrastructure internally, as those are all managed by the provider.
It is possible to outsource the development of the software of the connected product to an external company. However, the question now is how fast this company can juggle from one Cloud to another in order to fulfil their clients wishes?
neverMind offers a solution based on a multi-protocols-platform linking the different connected products to a multitude of Clouds without having to redesign the whole communication stack/building block for each change in the Cloud-solution. This is the object of my thesis.
The development follows the V-Model, the first steps to understand the complexity of the project were the realisation of the product technical and architectural specifications. The last step before the Implementation was to design in details the progress and the process of every parts of the platform.
The outcome of the requirements analysis led me to divide the project in two parts:
• a “General Interface” acting as a gateway between the Client-application and “Cloud-modules”
• the “Cloud-modules” themselves.
So far, the specifications are drown up; the General Interface and a client example are coded, as well as a first Cloud-module template.
This chapter portrays the historical and mathematical background of dynamic and procedural content generation (PCG). We portray and compare various PCG methods and analyze which mathematical approach is suited for typical applications in game design. In the next step, a structural overview of games applying PCG as well as types of PCG is presented. As abundant PCG content can be overwhelming, we discuss context-aware adaptation as a way to adapt the challenge to individual players’ requirements. Finally, we take a brief look at the future of PCG.