35 resultados para Locating payload
em Universidad Politécnica de Madrid
Resumo:
We introduce an easily computable topological measure which locates the effective crossover between segregation and integration in a modular network. Segregation corresponds to the degree of network modularity, while integration is expressed in terms of the algebraic connectivity of an associated hypergraph. The rigorous treatment of the simplified case of cliques of equal size that are gradually rewired until they become completely merged, allows us to show that this topological crossover can be made to coincide with a dynamical crossover from cluster to global synchronization of a system of coupled phase oscillators. The dynamical crossover is signaled by a peak in the product of the measures of intracluster and global synchronization, which we propose as a dynamical measure of complexity. This quantity is much easier to compute than the entropy (of the average frequencies of the oscillators), and displays a behavior which closely mimics that of the dynamical complexity index based on the latter. The proposed topological measure simultaneously provides information on the dynamical behavior, sheds light on the interplay between modularity and total integration, and shows how this affects the capability of the network to perform both local and distributed dynamical tasks.
Resumo:
The thermal design of stratospheric balloon payloads usually focuses on the cruise phase of the missions, that is, the floating altitude conditions. The ascent phase usually takes between 2 and 4 h, a very small period compared to the duration of the whole mission, which can last up to 4 weeks. However, during this phase payloads are subjected to very harsh conditions due mainly to the convective cooling that occurs as the balloon passes through the cold atmosphere, with minimum temperatures in the tropopause. The aim of this work is to study the thermal behaviour of a payload carried by a long duration balloon during the ascent phase. Its temperature has been calculated as a function of the altitude from sea level to floating conditions. To perform this analysis it has been assumed that the thermal interactions (convection and radiation) depend on the altitude, on the environmental conditions (which in turn depend also on the altitude) and on the temperature of the system itself. The results have been compared with the measurements taken during the SUNRISE test flight, launched in October 2007 by CSBF from Fort Sumner (New Mexico).
Resumo:
La siguiente tesis nace a partir de la implementación de la actividad de buceo deportivo en el año 2002 en la Caleta de pescadores artesanales de Maitencillo, quinta región, Chile. Los pescadores administran, para su explotación, un tipo de área marina protegida llamada área de manejo y explotación de recursos bentónicos (AMERB), por lo que se hizo indispensable implementar un Plan de Gestión para el buceo deportivo con la finalidad de regular y controlar la actividad para proteger los recursos existentes en el área, sus ecosistemas y su biodiversidad. Para ello, se construyó un Sendero Submarino con 3 circuitos para el buceo. La tesis contextualiza el desarrollo y ejecución del proyecto y evalúa el Plan de Gestión y la utilización del Sendero Submarino y, para ello, se desarrolla una metodología para el cálculo de la capacidad de carga del Sendero y para la evaluación del Plan de Gestión, a través de indicadores biofísicos, socioeconómicos y de gobernabilidad. Esta tesis plantea un modelo de desarrollo a partir del principio del Ecodesarrollo, destacando, principalmente, que es la comunidad local de pescadores artesanales quien ejecuta y administra el proyecto, sin necesidad de recurrir a operadores privados de buceo y, por tanto, logrando para si los beneficios y el control de la actividad; por otro lado, destaca también que es una actividad a baja escala, con bajos impactos ambientales y por tanto sustentable y replicable para otras organizaciones de pescadores. Los resultados indican que con la información biofísica obtenida se pueden tomar medidas de gestión para la actividad de buceo de acuerdo al estado de los recursos bentónicos principales explotados por los pescadores, ya sea restringiendo la actividad, o suspendiéndola por algún período. Los resultados muestran que la cantidad de buceadores que utilizan el Sendero Submarino está muy por debajo de la capacidad de carga calculada, lo que hace que la presión de esta actividad sobre los recursos y el ecosistema marino sea muy baja. Los resultados socioeconómicos y de gobernabilidad indican que esta actividad ha generado ingresos adicionales para los pescadores que trabajan en esta actividad y también ha generado nuevos puestos de trabajo; además, la organización sindical se ha ido fortaleciendo al crear la comisión de ecoturismo y dar responsabilidades a otros pescadores en la gestión de la actividad. La tesis confirma la hipótesis de que “Los Senderos Submarinos pueden ser una forma de turismo sostenible en áreas marinas protegidas”. The present thesis is based on the implementation of scuba diving activities in the year 2002, in the local fishing cove of Maitencillo, Fifth region, Chile. The local fishermen manage the exploitation process of a type of protected marine area called benthic resource management and exploitation area (BRMEA); for this reason, the implementation of a Management programme for scuba diving to regulate and control this activity to protect the resources in the area, their ecosystems and biodiversity, became a priority. In 2002, an Underwater Path was built, with three tracks for scuba diving practice. This thesis contextualises the development and implementation of the Management programme and the use of the Underwater Path. It also develops a methodology to calculate the payload for the Underwater Path, and to assess the Management project through biophysical, economic and governance indicators. This thesis also proposes a development model by the principle of Sustainable development, with the local community of fishermen implementing and handling the project, without the intervention of private diving agencies, generating economic and social benefits, keeping environmental impact to a minimum level, and making it sustainable and worth emulating for other fishermen organisations. The results indicate, through the biophysical data obtained, that it is possible to take managerial measures regarding the scuba diving activity, according to the state of the most exploited benthic resources, by either restricting the activity or plainly suspending it for some time. The results show that the amount of divers using the Underwater path are way below the calculated payload, which keeps the strain that scuba diving causes on these resources and marine ecosystem to the minimum. The results of the socioeconomic and governance issues indicate that this activity has generated additional profits for the fishermen working in this activity, and also new jobs. Furthermore, the syndicate has strengthened thanks to the creation of an ecotourism commission and by assigning other local fishermen with responsibilities in the organisation of the activity. The thesis confirms the hypothesis that states, “Underwater Paths can become a form of sustainable tourism in protected marine areas”
Resumo:
Open source is a software development paradigm that has seen a huge rise in recent years. It reduces IT costs and time to market, while increasing security and reliability. However, the difficulty in integrating developments from different communities and stakeholders prevents this model from reaching its full potential. This is mainly due to the challenge of determining and locating the correct dependencies for a given software artifact. To solve this problem we propose the development of an extensible software component repository based upon models. This repository should be capable of solving the dependencies between several components and work with already existing repositories to access the needed artifacts transparently. This repository will also be easily expandable, enabling the creation of modules that support new kinds of dependencies or other existing repository technologies. The proposed solution will work with OSGi components and use OSGi itself.
Resumo:
Motivated by the growing interest in unmanned aerial system's applications in indoor and outdoor settings and the standardisation of visual sensors as vehicle payload. This work presents a collision avoidance approach based on omnidirectional cameras that does not require the estimation of range between two platforms to resolve a collision encounter. It will achieve a minimum separation between the two vehicles involved by maximising the view-angle given by the omnidirectional sensor. Only visual information is used to achieve avoidance under a bearing-only visual servoing approach. We provide theoretical problem formulation, as well as results from real flight using small quadrotors
Resumo:
In recent decays university class small satellites are creating many opportunities for space research and professional trainings while at the same time responding to constrained budgets. In this work the main focus is on developing a simple and rapid structural sizing tool considering the main objectives of a low cost university class microsatellite project. In satellite projects, structure subsystem is one of the influential subsystems as a driver of the cost and acceptance of the final design. At the first steps of such projects there is no confirmed data regarding the launch vehicle or even in some cases there is no data for the satellite payload. Due to these facts, developing simple sizing tools at conceptual design phase for obtaining an over view of the effect of different variables is useful before entering complex calculations in detailed design phases. In this study, after developing a simple analytical model of satellite structure subsystem, a design space is evaluated with practical boundaries considering mass and dimensions constraints of such projects. The results are useful to give initial insight to establish the system level structural sizing
Resumo:
This paper outlines the problems found in the parallelization of SPH (Smoothed Particle Hydrodynamics) algorithms using Graphics Processing Units. Different results of some parallel GPU implementations in terms of the speed-up and the scalability compared to the CPU sequential codes are shown. The most problematic stage in the GPU-SPH algorithms is the one responsible for locating neighboring particles and building the vectors where this information is stored, since these specific algorithms raise many dificulties for a data-level parallelization. Because of the fact that the neighbor location using linked lists does not show enough data-level parallelism, two new approaches have been pro- posed to minimize bank conflicts in the writing and subsequent reading of the neighbor lists. The first strategy proposes an efficient coordination between CPU-GPU, using GPU algorithms for those stages that allow a straight forward parallelization, and sequential CPU algorithms for those instructions that involve some kind of vector reduction. This coordination provides a relatively orderly reading of the neighbor lists in the interactions stage, achieving a speed-up factor of x47 in this stage. However, since the construction of the neighbor lists is quite expensive, it is achieved an overall speed-up of x41. The second strategy seeks to maximize the use of the GPU in the neighbor's location process by executing a specific vector sorting algorithm that allows some data-level parallelism. Al- though this strategy has succeeded in improving the speed-up on the stage of neighboring location, the global speed-up on the interactions stage falls, due to inefficient reading of the neighbor vectors. Some changes to these strategies are proposed, aimed at maximizing the computational load of the GPU and using the GPU texture-units, in order to reach the maximum speed-up for such codes. Different practical applications have been added to the mentioned GPU codes. First, the classical dam-break problem is studied. Second, the wave impact of the sloshing fluid contained in LNG vessel tanks is also simulated as a practical example of particle methods
Resumo:
The main objective of this paper is to propose a model for helping logistics managers to choose the appropriate location points in order to situate the collection points for used portable batteries. The proposed model has two parts: a static part and a dynamic part. We can conclude that this model helps managers in the decision of locating/modifying collection points in two ways: to add new collection points to a reverse logistics network that needs more points or to delete collection points from a network that has more points than those recommended.
Resumo:
This paper proposes a diagnosis algorithm for locating a certain kind of errors in logic programs: variable binding errors that result in abstract symptoms during compile-time checking of assertions based on abstract interpretation. The diagnoser analyzes the graph generated by the abstract interpreter, which is a provably safe approximation of the program semantics. The proposed algorithm traverses this graph to find the point where the actual error originates (a reason of the symptom), leading to the point the error has been reported (the symptom). The procedure is fully automatic, not requiring any interaction with the user. A prototype diagnoser has been implemented and preliminary results are encouraging.
Resumo:
In recent years, there has been continuing interest in the participation of university research groups in space technology studies by means of their own microsatellites. The involvement in such projects has some inherent challenges, such as limited budget and facilities. Also, due to the fact that the main objective of these projects is for educational purposes, usually there are uncertainties regarding their in orbit mission and scientific payloads at the early phases of the project. On the other hand, there are predetermined limitations for their mass and volume budgets owing to the fact that most of them are launched as an auxiliary payload in which the launch cost is reduced considerably. The satellite structure subsystem is the one which is most affected by the launcher constraints. This can affect different aspects, including dimensions, strength and frequency requirements. In this paper, the main focus is on developing a structural design sizing tool containing not only the primary structures properties as variables but also the system level variables such as payload mass budget and satellite total mass and dimensions. This approach enables the design team to obtain better insight into the design in an extended design envelope. The structural design sizing tool is based on analytical structural design formulas and appropriate assumptions including both static and dynamic models of the satellite. Finally, a Genetic Algorithm (GA) multiobjective optimization is applied to the design space. The result is a Pareto-optimal based on two objectives, minimum satellite total mass and maximum payload mass budget, which gives a useful insight to the design team at the early phases of the design.
Resumo:
Background. Over the last years, the number of available informatics resources in medicine has grown exponentially. While specific inventories of such resources have already begun to be developed for Bioinformatics (BI), comparable inventories are as yet not available for Medical Informatics (MI) field, so that locating and accessing them currently remains a hard and time-consuming task. Description. We have created a repository of MI resources from the scientific literature, providing free access to its contents through a web-based service. Relevant information describing the resources is automatically extracted from manuscripts published in top-ranked MI journals. We used a pattern matching approach to detect the resources? names and their main features. Detected resources are classified according to three different criteria: functionality, resource type and domain. To facilitate these tasks, we have built three different taxonomies by following a novel approach based on folksonomies and social tagging. We adopted the terminology most frequently used by MI researchers in their publications to create the concepts and hierarchical relationships belonging to the taxonomies. The classification algorithm identifies the categories associated to resources and annotates them accordingly. The database is then populated with this data after manual curation and validation. Conclusions. We have created an online repository of MI resources to assist researchers in locating and accessing the most suitable resources to perform specific tasks. The database contained 282 resources at the time of writing. We are continuing to expand the number of available resources by taking into account further publications as well as suggestions from users and resource developers.
Resumo:
El principal objetivo de esta tesis es dotar a los vehículos aéreos no tripulados (UAVs, por sus siglas en inglés) de una fuente de información adicional basada en visión. Esta fuente de información proviene de cámaras ubicadas a bordo de los vehículos o en el suelo. Con ella se busca que los UAVs realicen tareas de aterrizaje o inspección guiados por visión, especialmente en aquellas situaciones en las que no haya disponibilidad de estimar la posición del vehículo con base en GPS, cuando las estimaciones de GPS no tengan la suficiente precisión requerida por las tareas a realizar, o cuando restricciones de carga de pago impidan añadir sensores a bordo de los vehículos. Esta tesis trata con tres de las principales áreas de la visión por computador: seguimiento visual y estimación visual de la pose (posición y orientación), que a su vez constituyen la base de la tercera, denominada control servo visual, que en nuestra aplicación se enfoca en el empleo de información visual para controlar los UAVs. Al respecto, esta tesis se ocupa de presentar propuestas novedosas que permitan solucionar problemas relativos al seguimiento de objetos mediante cámaras ubicadas a bordo de los UAVs, se ocupa de la estimación de la pose de los UAVs basada en información visual obtenida por cámaras ubicadas en el suelo o a bordo, y también se ocupa de la aplicación de las técnicas propuestas para solucionar diferentes problemas, como aquellos concernientes al seguimiento visual para tareas de reabastecimiento autónomo en vuelo o al aterrizaje basado en visión, entre otros. Las diversas técnicas de visión por computador presentadas en esta tesis se proponen con el fin de solucionar dificultades que suelen presentarse cuando se realizan tareas basadas en visión con UAVs, como las relativas a la obtención, en tiempo real, de estimaciones robustas, o como problemas generados por vibraciones. Los algoritmos propuestos en esta tesis han sido probados con información de imágenes reales obtenidas realizando pruebas on-line y off-line. Diversos mecanismos de evaluación han sido empleados con el propósito de analizar el desempeño de los algoritmos propuestos, entre los que se incluyen datos simulados, imágenes de vuelos reales, estimaciones precisas de posición empleando el sistema VICON y comparaciones con algoritmos del estado del arte. Los resultados obtenidos indican que los algoritmos de visión por computador propuestos tienen un desempeño que es comparable e incluso mejor al de algoritmos que se encuentran en el estado del arte. Los algoritmos propuestos permiten la obtención de estimaciones robustas en tiempo real, lo cual permite su uso en tareas de control visual. El desempeño de estos algoritmos es apropiado para las exigencias de las distintas aplicaciones examinadas: reabastecimiento autónomo en vuelo, aterrizaje y estimación del estado del UAV. Abstract The main objective of this thesis is to provide Unmanned Aerial Vehicles (UAVs) with an additional vision-based source of information extracted by cameras located either on-board or on the ground, in order to allow UAVs to develop visually guided tasks, such as landing or inspection, especially in situations where GPS information is not available, where GPS-based position estimation is not accurate enough for the task to develop, or where payload restrictions do not allow the incorporation of additional sensors on-board. This thesis covers three of the main computer vision areas: visual tracking and visual pose estimation, which are the bases the third one called visual servoing, which, in this work, focuses on using visual information to control UAVs. In this sense, the thesis focuses on presenting novel solutions for solving the tracking problem of objects when using cameras on-board UAVs, on estimating the pose of the UAVs based on the visual information collected by cameras located either on the ground or on-board, and also focuses on applying these proposed techniques for solving different problems, such as visual tracking for aerial refuelling or vision-based landing, among others. The different computer vision techniques presented in this thesis are proposed to solve some of the frequently problems found when addressing vision-based tasks in UAVs, such as obtaining robust vision-based estimations at real-time frame rates, and problems caused by vibrations, or 3D motion. All the proposed algorithms have been tested with real-image data in on-line and off-line tests. Different evaluation mechanisms have been used to analyze the performance of the proposed algorithms, such as simulated data, images from real-flight tests, publicly available datasets, manually generated ground truth data, accurate position estimations using a VICON system and a robotic cell, and comparison with state of the art algorithms. Results show that the proposed computer vision algorithms obtain performances that are comparable to, or even better than, state of the art algorithms, obtaining robust estimations at real-time frame rates. This proves that the proposed techniques are fast enough for vision-based control tasks. Therefore, the performance of the proposed vision algorithms has shown to be of a standard appropriate to the different explored applications: aerial refuelling and landing, and state estimation. It is noteworthy that they have low computational overheads for vision systems.
Resumo:
SSR es el acrónimo de SoundScape Renderer (tool for real-time spatial audio reproduction providing a variety of rendering algorithms), es un programa escrito en su mayoría en C++. El programa permite al usuario escuchar tanto sonidos grabados con anterioridad como sonidos en directo. El sonido o los sonidos se oirán, desde el punto de vista del oyente, como si el sonido se produjese en el punto que el programa decida, lo interesante de este proyecto es que el sonido podrá cambiar de lugar, moverse, etc. Todo en tiempo real. Esto se consigue sin modificar el sonido al grabarlo pero sí al emitirlo, el programa calcula las variaciones necesarias para que al emitir el sonido al oyente le llegue como si el sonido realmente se generase en un punto del espacio o lo más parecido posible. La sensación de movimiento no deja de ser el punto anterior cambiando de lugar. La idea era crear una aplicación web basada en Canvas de HTML5 que se comunicará con esta interfaz de usuario remota. Así se solucionarían todos los problemas de compatibilidad ya que cualquier dispositivo con posibilidad de visualizar páginas web podría correr una aplicación basada en estándares web, por ejemplo un sistema con Windows o un móvil con navegador. El protocolo debía de ser WebSocket porque es un protocolo HTML5 y ofrece las “garantías” de latencia que una aplicación con necesidades de información en tiempo real requiere. Nos permite una comunicación full-dúplex asíncrona sin mucho payload que es justo lo que se venía a evitar al no usar polling normal de HTML. El problema que surgió fue que la interfaz de usuario de red que tenía el programa no era compatible con WebSocket debido a un handshacking inicial y obligatorio que realiza el protocolo, por lo que se necesitaba otra interfaz de red. Se decidió entonces cambiar a JSON como formato para el intercambio de mensajes. Al final el proyecto comprende no sólo la aplicación web basada en Canvas sino también un servidor funcional y la definición de una nueva interfaz de usuario de red con su protocolo añadido. ABSTRACT. This project aims to become a part of the SSR tool to extend its capabilities in the field of the access. SSR is an acronym for SoundScape Renderer, is a program mostly written in C++ that allows you to hear already recorded or live sound with a variety of sound equipment as if the sound came from a desired place in the space. Like the web-page of the SSR says surely better explained: “The SoundScape Renderer (SSR) is a tool for real-time spatial audio reproduction providing a variety of rendering algorithms.” The application can be used with a graphical interface written in Qt but has also a network interface for external applications to use it. This network interface communicates using XML messages. A good example of it is the Android client. This Android client is already working. In order to use the application should be run it by loading an audio source and the wanted environment so that the renderer knows what to do. In that moment the server binds and anyone can use the network interface. Since the network interface is documented everyone can make an application to interact with this network interface. So the application can have as many user interfaces as wanted. The part that is developed in this project has nothing to do neither with audio rendering nor even with the reproduction of the spatial audio. The part that is developed here is about the interface used in the SSR application. As it can be deduced from the title: “Distributed Web Interface for Real-Time Spatial Audio Reproduction System”, this work aims only to offer the interface via web for the SSR (“Real-Time Spatial Audio Reproduction System”). The idea is not to make a new graphical interface for SSR but to allow more types of interfaces and communication. To accomplish the objective of allowing more graphical interfaces this project is going to use a new network interface. By now the SSR application is using only XML for data interchange but this new network interface support JSON. This project comprehends the server that launch the application, the user interface and the new network interface. It is done with these modules in order to allow creating new user interfaces that can communicate with the server or new servers that can communicate with the user interface by defining a complete network interface for data interchange.
Resumo:
El objetivo de este Proyecto Fin de Carrera es el estudio y simulación de la sonorización de una sala de cine mediante la utilización del sistema DOLBY ATMOS. Para ello, se simulará la sala 6 del complejo de cines Kinépolis de Madrid utilizando el programa de simulación electroacústica EASE en el que se dispondrá el sistema de sonido DOLBY ATMOS. Primero se procederá a realizar el modelo geométrico en el programa EASE, a partir de los planos de la instalación y medidas realizadas en el recinto. Este programa de simulación permite obtener los parámetros acústicos y electroacústicos necesarios para realizar el estudio de la sala. Luego se diseñará el sistema de sonido de acuerdo a las disposiciones del sistema DOLBY ATMOS, mediante la ubicación de sistemas de altavoces de cine existentes en el mercado, siempre intentando mantener el uso de la sala de forma convencional como DOLBY DIGITAL y cumpliendo los requisitos de uniformidad y ángulos de apuntamiento recomendados por DOLBY. A continuación, una vez dispuestos los altavoces, se procederá a su configuración, realizando una ecualización y ajuste de nivel de manera individual para cada una de las fuentes sonoras, tanto de los altavoces de pantalla, altavoces de surround de pared y techo y los altavoces de subgraves. Como resultado de todo ello, se comprobarán parámetros como la inteligibilidad, respuesta impulsiva, respuesta en frecuencia y tiempo de reverberación en diferentes puntos de escucha, comparando los resultados obtenidos entre ellos. También se realizará una configuración compatible con el sistema de sonido 7.1, realizando su correspondiente configuración, ecualización, ajuste y aplicando los retardos necesarios. Una vez esté todo configurado, será dar un presupuesto de lo que supondría la reformar de un cine convencional a un sistema DOLBY ATMOS, teniendo en cuenta el número de altavoces disponibles en la sala actual, los modelos utilizados, amplificadores y mano de obra. También se realizará un diagrama de conexionado del sistema de sonido utilizado en el proyecto, incluyendo todos los parámetros necesarios de la configuración. Por último se comprobará la viabilidad técnica y económica del sistema diseñado, viendo cuál es la opción que más se adecua a cada necesidad y sugiriendo soluciones a los posibles problemas que se puedan encontrar. ABSTRACT. The main aim of this Project is the study and simulation of the sound of a movie theater by using DOLBY ATMOS system. It is going to be simulated the movie theatre 6 at Kinepolis cinema complex in Madrid using the simulation program EASE according to the sound system DOLBY ATMOS. First of all we proceed to conduct the geometric pattern in the EASE program, from installation drawings and measurements made on the premises. This simulation program allows getting the acoustic and electroacoustic parameters necessary for the study of the theatre. Then the sound system designed according to the suggestions of ATMOS DOLBY, by locating theater speaker systems on the market, always trying to keep the use of the room for DOLBY DIGITAL conventional and meeting the requirements of uniformity and pointing angles DOLBY recommended. Then, once the speakers are prepared, you can proceed to configure, make equalization and level setting individually for each of the sound sources, both screen speakers, surround speakers (wall and ceiling) and subwoofer. As a result, parameters are checked as intelligibility, impulse response, frequency response and reverberation time in different listening points, comparing the results between each other. There will also be configured to support 7.1 sound system, making the corresponding settings, equalization, level setting and applying the necessary delays. Once everything is configured, it will give an estimate of what would be the reform of a conventional film DOLBY ATMOS system, taking into account the number of speakers available in the current room, the models used, amplifiers and labor. Also there will be a wiring diagram of the sound system used in this project, including all of the configuration parameters needed. Finally, check the technical and economic feasibility of the designed system, seeing what is the option that best suits to each need and suggesting possible solutions to problems you might find during the process.
Resumo:
New Electrodynarnic Tether Technology (NETT) is an experiment we proposed to ESA as part of the Columbus Precursor Flights. It was designed to fly as an exposed payload in the Spacelab carrier. Its primary objective is performance testing for the innovative bare tether concept. The experiment also includes two scientific objectives, specific for uninsulated tethers: i) detection of artificial auroral effects produced by secondary electron emission, and ii) detection of VLF wave emission. Additional objectives of the project are space performance of an electron-emitting hollow cathode and engineering verification of an open-loop deployment strategy.