Chalmers Open Digital Repository

Välkommen till Chalmers öppna digitala arkiv!

Här hittar du:

  • Studentarbeten utgivna på lärosätet, såväl kandidatarbeten som examensarbeten på grund- och masternivå
  • Digitala specialsamlingar, som t ex Chalmers modellkammare
  • Utvalda projektrapporter

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Senast publicerade

  • Digital Twin Development and Long-Term Simulation of a Cyber-Physical Production System
    (2026) Punathi Koyiloth, Saleena
    This thesis presents the development and verification of a digital model for the WS Conveyor system located at the SII-Lab. The conveyor system, used for drone assembly, consists of six docking stations arranged along an oval belt where pallets carrying products circulate continuously between workstations. The digital model was implemented in Python as a discrete-time simulation that replicates the control logic specified in the original CODESYS PLC documentation, with every parameter traceable to a specific page in the reference document. The simulation models pallet movement along a 9.4-meter belt at configurable speeds, sensor-based detection at each docking station, and timer-controlled autopass behavior. All physical measurements and operational details were confirmed through on-site visits and a semi-structured interview with the system architect. Verification was carried out through 95 automated tests using the pytest framework, achieving 100% code coverage across all simulation modules. Face validity was established through a structured review with the system architect following the procedure described by Sargent (2013). A 26-scenario parameter-sensitivity analysis revealed that station dwell time is the active-period bottleneck governing system throughput: reducing the auto-pass timer from 10 to 2 seconds nearly doubled throughput, while varying belt speed from 40% to 100% had no measurable effect. Worker processing speed was found to be the dominant factor in shift production: an all-experienced workforce (2–2.5 min per pallet) produced 58% more output than an all-beginner workforce (3–5 min per pallet). The pallet-count relationship saturated beyond 8 pallets when workers became the binding constraint. The system is classified as a digital model in the Kritzinger et al. (2018) sense, with manual data transfer from the physical system. The thesis discusses the path toward a fully connected digital twin using the ISA-95 automation-pyramid framework, and identifies camera-based pallet tracking, process mining of event logs, and predictive maintenance as future extensions.
  • Kandidatprojekt
    (2026) Dahlbom, Albin
  • Control Flow Bug - A Puzzle Game Based on Real-Time Flocking Behaviour
    (2026) Bergevald, Linda; Danielsson, Adrian; Jonathan, Jansen Granö; Larsson, Erik; Lenz, Elsa; Loran Telo, Salar
    Flocking behaviour is a common sight in nature, seen in phenomena such as birds flying together in large groups. The purpose of this bachelor’s thesis is to explore how flocking behaviour can be used as a primary game mechanic and what engagement implications can be derived from it. To accomplish this, a puzzle game was developed using the Unity game engine. In line with the project’s purpose, a strong focus was put on game design and aesthetics. The game features a playable robot character and a swarm of bugs, which can be manipulated by the player. This swarm generates electricity used to solve puzzles by opening doors. The game was playtested and evaluated for its engagement implications, which successfully demonstrated that an engaging game can be made with flocking behaviour as a core mechanic.
  • Designing Multi-Mode Player Abilities to Enhance Backtracking in Metroidvania Levels
    (2026) Tang, Hong; Shi, Dian
    Metroidvania games generally possess connected worlds where new powers affect the way players move through previous areas. This helps players make logical progress, enabling them to unlock new regions of the game world. But if the same obsta cles are repeatedly dealt with through the same methods, players may feel less like they are discovering and more like they are going down the same path again. This project explores the possibility of a multi-form ability system that supports varied backtracking while keeping progression readable. The prototype is a small-scale 2D Metroidvania game built around a single core ability with varying forms. The distinctive features of each form affect how players engage with obstacles, routes and revisited spaces, which allows them to find different ways to deal with compa rable situations. The prototype was developed through "research through design". Its level design links main paths, optional paths, visible rewards and revisitable ar eas to create new meaning for earlier spaces after obtaining new forms. Based on playtesting and questionnaire feedback, the system is perceived as more of a reinter pretation of space rather than simply traveling through it again. Players responded positively to exploration, route variation, and the variety of ways the ability system can be used. But the results also show that control feel, guidance, feedback and form communication should be further improved. This project demonstrates that multi-form ability design can support meaningful backtracking in a Metroidvania style prototype when form functions are clear, environmental cues are consistent, and the main route remains comprehensible alongside optional revisits.
  • Hållbarare filterbyten i industriella luftreningssystem - Utveckling av en återanvändbar filterkonstruktion för Absolent AB
    (2026) Jägeblad Wennroth, Hannes; Öjerskog, Leo
    This thesis project was conducted in collaboration with Absolent AB and aimed to develop a new solution for the company’s inclined filter cartridges used in oil mist filtration units. In the current design, the filter cartridges are permanently riveted to a filter frame, requiring the entire assembly to be replaced when the filter reaches the end of its service life. This results in unnecessary material consumption, increased transportation costs, and greater environmental impact. The objective of the project was to develop a design that allows only the filter cartridge to be replaced while enabling the supporting filter frame to be reused. Based on identified customer needs and technical requirements, several concepts were developed and evaluated before a final concept was selected for further development. The proposed solution consists of a divisible filter frame equipped with hinges and a locking mechanism, allowing the structure to be opened and the filter cartridge to be replaced without replacing the entire filter assembly. The design maintains the required filter inclination while ensuring sufficient sealing against the existing gasket. CAD models and a physical prototype were used to verify the functionality of the concept. The results indicate that it is technically feasible to reuse the filter frame while replacing only the filter cartridge. The solution is expected to reduce material consumption, transportation volume, and associated costs, while being compatible with existing products with only minor modifications. However, further development and validation are required before the concept can be implemented in full-scale production.