4 resultados para Real environments
em Universidade Federal do Rio Grande do Norte(UFRN)
Resumo:
Due to the constantly increasing use of wireless networks in domestic, business and industrial environments, new challenges have emerged. The prototyping of new protocols in these environments is typically restricted to simulation environments, where there is the need of double implementation, one in the simulation environment where an initial proof of concept is performed and the other one in a real environment. Also, if real environments are used, it is not trivial to create a testbed for high density wireless networks given the need to use various real equipment as well as attenuators and power reducers to try to reduce the physical space required to create these laboratories. In this context, LVWNet (Linux Virtual Wireless Network) project was originally designed to create completely virtual testbeds for IEEE 802.11 networks on the Linux operating system. This paper aims to extend the current project LVWNet, adding to it the features like the ability to interact with real wireless hardware, provides a initial mobility ability using the positioning of the nodes in a space coordinates environment based on meters, with loss calculations due to attenuation in free space, enables some scalability increase by creating an own protocol that allows the communication between nodes without an intermediate host and dynamic registration of nodes, allowing new nodes to be inserted into in already in operation network
Resumo:
Reverberation is caused by the reflection of the sound in adjacent surfaces close to the sound source during its propagation to the listener. The impulsive response of an environment represents its reverberation characteristics. Being dependent on the environment, reverberation takes to the listener characteristics of the space where the sound is originated and its absence does not commonly sounds like “natural”. When recording sounds, it is not always possible to have the desirable characteristics of reverberation of an environment, therefore methods for artificial reverberation have been developed, always seeking a more efficient implementations and more faithful to the real environments. This work presents an implementation in FPGAs (Field Programmable Gate Arrays ) of a classic digital reverberation audio structure, based on a proposal of Manfred Schroeder, using sets of all-pass and comb filters. The developed system exploits the use of reconfigurable hardware as a platform development and implementation of digital audio effects, focusing on the modularity and reuse characteristics
Resumo:
Through numerous technological advances in recent years along with the popularization of computer devices, the company is moving towards a paradigm “always connected”. Computer networks are everywhere and the advent of IPv6 paves the way for the explosion of the Internet of Things. This concept enables the sharing of data between computing machines and objects of day-to-day. One of the areas placed under Internet of Things are the Vehicular Networks. However, the information generated individually for a vehicle has no large amount and does not contribute to an improvement in transit, once information has been isolated. This proposal presents the Infostructure, a system that has to facilitate the efforts and reduce costs for development of applications context-aware to high-level semantic for the scenario of Internet of Things, which allows you to manage, store and combine the data in order to generate broader context. To this end we present a reference architecture, which aims to show the major components of the Infostructure. Soon after a prototype is presented which is used to validate our work reaches the level of contextualization desired high level semantic as well as a performance evaluation, which aims to evaluate the behavior of the subsystem responsible for managing contextual information on a large amount of data. After statistical analysis is performed with the results obtained in the evaluation. Finally, the conclusions of the work and some problems such as no assurance as to the integrity of the sensory data coming Infostructure, and future work that takes into account the implementation of other modules so that we can conduct tests in real environments are presented.
Resumo:
Navigation, in both virtual and real environments, is the process of a deliberated movement to a specific place that is usually away from the origin point, and that cannot be perceived from it. Navigation aid techniques (TANs) have as their main objective help finding a path through a virtual environment to a desired location and, are widely used because they ease the navigation on these unknown environments. Tools like maps, GPS (Global Positioning System) or even oral instructions are real world examples of TAN usage. Most of the works which propose new TANs for virtual environments aim to analyze their impact in efficiency gain on navigation tasks from a known place to an unknown place. However, such papers tend to ignore the effect caused by a TAN usage over the route knowledge acquisition process, which is important on virtual to real training transfer, for example. Based on a user study, it was possible to confirm that TANs with different strategies affects the performance of search tasks differently and that the efficiency of the help provided by a TAN is not inversely related to the cognitive load of the technique’s aids. A technique classification formula was created. This formula utilizes three factors instead of only efficiency. The experiment’s data were applied to the formula and we obtained a better refinement of help level provided by TANs.