UPCommons (Universitat Politècnica de Catalunya)
Not a member yet
281550 research outputs found
Sort by
NieR: automata as philosophical discourse
In this TFG I will explore the main role of Philosophy in Videogames of different genres and how they act upon the story and the mechanics of the game. OBJECTIVES: I will research how the design of some videogames can be focused on some philosphy branches going from design of enviroments, mechanics and stories. I will also use this knowledge to create a cohesive narrative using this concepts.This thesis' work is centered around philosophical analysis of video games, particularly the title NieR: Automata, developed by PlatinumGames and directed by Yoko Taro. Far from considering it only as a product of entertainment, the proposal is to approach it as an interactive work of art capable of articulating a philosophical discourse through its narrative, mechanics, gameplay and structural design. This study is based on the hypothesis that video games, as an expressive medium, can not only represent philosophical ideas, but also make them experiential through the player agency and active participation. Throughout the analysis the concept of existentialism and search of purpose will be explored in a world without certainties. Authors such as Jean-Paul Sartre, Emmanuel Levinas, Simone de Beauvoir, Friedrich Nietzsche, Michel Foucault and Martin Heidegger serve as a theoretical framework for interpretation of the characters evolution and its progressive ethical and existential awareness that is produced both in them as in the player. The purpose of this thesis is to demonstrate the potential of video games as a medium of philosophical exploration, emphasizing that its interactive dimension not only transmits ideas, but situates the player in an active ethical position, facing decisions, tensions and experiences that go further away from the narrative
Development of a biomass estimation algorithm for lettuce and bean crops using RGB-D cameras
The project aims to detect plant biomass—defined as the organic mass of plants—for bean and lettuce cultivars using the non-invasive Intel RealSense D435i camera, which can be mounted on a robotic structure for onboard plant analysis. The unique aspect of this project, compared to existing research, is the real-time estimation of volume and mass from imperfect point clouds, leveraging ROS 2, visual odometry, HDBSCAN clustering, point cloud voxelization, and AKAZE feature matching. This is achieved through a series of Python programs implemented via the ROS 2 middleware, which capture a point cloud representation of the plant, filter and segment it, and then evaluate the volume of the remaining points based on a unit volume assumption. Accurate biomass estimation requires object segmentation to assign densities to different plant regions. However, current 3D point cloud reconstructions are unable to reliably segment individual plant organs. Therefore, the project focuses on estimating the total plant volume V , and multiplying it by a proportionality constant K to obtain the mass. K is defined as the product of the average plant density and a correction factor accounting for occluded or noisy volume segments. To determine K, volumetric data were collected experimentally from 90 lettuce and 90 bean plants. The visible portions of the plants were dried and weighed, and the estimated volumes from the algorithm were compared to the measured dry masses. Unfortunately, it was not possible to determine K within the time span of the project, as ground-truth biomass measurements were not completed. Moreover, a correlation study involving the approximate occupied volume of 60 lettuce plants yielded a determination coefficient of only R2 = 0.47, indicating a weak positive correlation between model predictions and actual measurements. Sources of variability likely include plant clipping, residual fragments from neighboring plants, and incomplete surface reconstruction. Despite these limitations, the project successfully developed a stable biomass estimation architecture capable of capturing experimental data in real time
Pla mitjà dels alumnes amb els membres de l'estand UVE SOLUTIONS en el Fòrum FME-Empresa 2025
Dimecres 30 d’abril - vestíbul FME (d'12 a 16h) Aquesta iniciativa és una oportunitat perquè les empreses i institucions coneguin de prop les habilitats i capacitats professionals dels nostres futurs i recent titulats en Matemàtiques i Estadística, uns perfils molt versàtils i altament qualificats que compten amb un satisfactori índex d’inserció laboral. Les empreses participants disposen d’un espai on poden interactuar amb els estudiants i recentment titulats, responent els seus dubtes, oferint oportunitats de feina, convenis o col·laboracions educatives, i recollint currículums. Addicionalment, s’ofereix la possibilitat que les empreses enviïn envieu presentacions breus en vídeo a [email protected], per tal que es publiquin al web de l’FME i fer-ne difusió a través de LinkedIn
Estudio y optimización de la escalera telescópica articulada de un camión de bomberos
El present treball procura realitzar un estudi de diferents apartats de la superestructura d'una autoescala de bombers amb la finalitat de plantejar una optimització, és a dir, una millora.
Primerament, es presenta una breu història i context actual de les autoescales amb la finalitat de contextualitzar el treball. A més, s'inclou el funcionament de l'escala a nivell usuari per a major comprensió d'aquesta.
Seguidament, es realitzen diversos estudis en un model simplificat de l'escala sobre càrrega màxima per a bolcada i tensions internes de l'estructura per a observar l'estat actual, incloent-hi factors de seguretat i deformacions. A això se li inclouen els annexos dels plans i simulacions realitzades.
Com a part final del treball, es proposa un disseny que té com a objectiu millorar la capacitat de càrrega de l'escala. Aquest inclou un model en CAD amb els seus respectius plans, estudis i pressupostos.El presente trabajo procura realizar un estudio de diferentes apartados de la superestructura de una autoescalera de bomberos con el fin de plantear una optimización, es decir, una mejora.
Primeramente, se presenta una breve historia y contexto actual de las autoescaleras con el fin de contextualizar el trabajo. Además, se incluye el funcionamiento de la escalera a nivel usuario para mayor comprensión de la misma.
Seguidamente, se realizan diversos estudios en un modelo simplificado de la escalera sobre carga máxima para vuelco y tensiones internas de la estructura para ver cuál es el estado actual, incluyendo factores de seguridad y deformaciones. A ello se le incluyen los anexos de los planos y simulaciones realizadas.
Como parte final del trabajo, se propone un diseño que tiene como objetivo mejorar la capacidad de carga de la escalera. Este incluye un modelo en CAD con sus respectivos planos, estudios y presupuestos.This work seeks to carry out a study of different sections of the superstructure of a firefighter self-scale in order to propose an optimization, that is, an improvement of it.
First, a brief history and current context of the self-scales is presented in order to contextualize the work. In addition, it includes the operation of the scale at the user level for greater understanding of it.
Next, several studies are carried out in a simplified model of the maximum load scale for overturning and internal stresses of the structure to see what the current state is, including security factors and deformations. This is included in the annexes of the plans and simulations carried out.
As a final part of the work, a design is proposed that aims to improve the load capacity of the ladder. This includes a CAD model with their respective plans, studies and its respective budget
Creation of an artbook with transmedia content: VALKYRIE PROJECT
Creation of an artbook with transmedia interactive content OBJECTIVES: Design and layout an illustrated artbook with both physical and digital display. Craft an animation as a short prequel for the artbook, going through the phases of preproduction, production and postproduction. Develop a transmedia product, an interactive world map featuring regions, character insights and lore. Convey high quality and conceptual cohesiveness in all final pieces. Equalize traditional and digital arts by demonstrating how these mediums coexist.The Valkyrie Project is a worldbuilding-based transmedia project centered on the creation of an illustrated artbook enriched with dynamic complementary content. It expands the traditional artbook format with digital and narrative elements including an interactive world map, and integrated lore. The project’s primary objective is to explore the artistic and narrative potential of combining concept art with interactive media, demonstrating how visual storytelling can be extended across multiple formats in a coherent and engaging way. To achieve these goals, a multi-phase creative process was undertaken. Development began with extensive character design and worldbuilding to establish a rich fantasy universe with cohesive lore and visuals. In pre-production, narrative scripts and storyboards were crafted to guide the short animated prequel that initially complemented the artbook’s storyline regarding a prophecy. Production then focused on the digital illustration and layout of the artbook, ensuring each piece adhered to a consistent art style. In parallel, a prototype interactive map of Elyndra was built, embedding lore details and character profiles to invite user interaction beyond the static pages. After creating these components, user testing, including surveys and a guerrilla usability test, was conducted to gather feedback on visual and narrative clarity as well as interface usability. Insights from this iterative evaluation informed refinements to maintain visual consistency across media and improve the map’s user experience. Visually, the artbook and its digital extensions achieved strong overall coherence: feedback praised the unified art direction and engaging character designs, while noting a few stylistic inconsistencies highlighting challenges in maintaining uniformity across media. Narratively, the transmedia approach successfully enriched the world of Elyndra by providing multiple entry points into its lore, but ensuring content consistency across the book, animation, and map required careful coordination. Usability testing revealed that the interactive map was immersive and visually appealing but had interface shortcomings as some users struggled to recognize interactive elements or navigate certain features, indicating a need for clearer cues and more intuitive design. Nonetheless, participants responded positively to the map’s role in expanding the story’s depth, underscoring the value of integrating interactive and traditional visual storytelling. These findings emphasize the importance of an iterative, user-centered approach to balance aesthetic ambition with functional clarity. In conclusion, the artbook “Valkyrie Project: Art of Elydra" and the interactive map “Valkyrie Project: World of Elyndra” demonstrate how an illustrated artbook can be expanded into a broader transmedia experience that blends visual art and interactivity. Future work will focus on completing the animated prequel to fully realize the narrative arc, expanding the interactive map with additional content and improved interface design, and further integrating the plot across all platforms for greater narrative cohesion. Additionally, leveraging social media platforms is planned to broaden audience engagement with the world of Elyndra beyond the artbook. Through this reflective exploration, the project affirms the value of concept art and interactive products as interdisciplinary storytelling tools within contemporary design and creative arts practice
Estudi i muntatge de la reforma d'una enfaixadora
Aquest treball té per objecte la reforma d’una màquina enfaixadora intermitent per tal d’adaptar-la a nous formats de producte i faixa, segons els requeriments d’un client del sector alimentari. El projecte s’ha dut a terme a l’empresa Jepak Maquinaria S.L., i inclou l’anàlisi del disseny original de la màquina, la definició de les modificacions necessàries, el posterior muntatge dels nous components i la posada a punt de la màquina a les instal·lacions del client. El principal objectiu de la reforma és garantir un funcionament multiformat amb un sistema de canvi ràpid de format, mantenint una alta capacitat productiva i minimitzant el cost. També s’inclou la implementació d’un sistema de gir a la cinta de sortida del producte per permetre el marcatge del lot a la faixa un cop el producte està enfaixat. La decisió de reformar la màquina, en lloc de fabricar-ne una de nova o tornar a l’enfaixat manual, es justifica per raons econòmiques, productives i ambientals. El projecte es fonamenta en la reutilització de components existents i la col·laboració amb proveïdors de proximitat, amb l’objectiu de reduir l’impacte ambiental i potenciar la indústria local.This project focuses on the retrofit of an intermittent banding machine to adapt it to new product and sleeve formats, as required by a client in the plant-based food industry. The work has been carried out at Jepak Maquinaria S.L., and includes the analysis of the original machine design, definition of the required modifications, the assembly of the new components, and the set up of the machine at the clients facilities. The main objective of the retrofit is to ensure a multi-format operation with a quick-change formats system, while maintaining high productivity and minimizing cost. A new turning mechanism has also been implemented in the output conveyor to allow the batch number to be marked on the sleeve once the product is already banded. The decision to retrofit the existing machine instead of building a new one or returning to manual banding is based on economic, productivity, and environmental criteria. The project emphasizes the reuse of existing components and collaboration with local suppliers to reduce environmental impact and promote local industry