12 resultados para Graphical interface
em AMS Tesi di Laurea - Alm@DL - Università di Bologna
Resumo:
In this thesis, the study and the simulation of two advanced sensorless speed control techniques for a surface PMSM are presented. The aim is to implement a sensorless control algorithm for a submarine auxiliary propulsion system. This experimental activity is the result of a project collaboration with L3Harris Calzoni, a leader company in A&D systems for naval handling in military field. A Simulink model of the whole electric drive has been developed. Due to the satisfactory results of the simulations, the sensorless control system has been implemented in C code for STM32 environment. Finally, several tests on a real brushless machine have been carried out while the motor was connected to a mechanical load to simulate the real scenario of the final application. All the experimental results have been recorded through a graphical interface software developed at Calzoni.
Resumo:
In the collective imaginaries a robot is a human like machine as any androids in science fiction. However the type of robots that you will encounter most frequently are machinery that do work that is too dangerous, boring or onerous. Most of the robots in the world are of this type. They can be found in auto, medical, manufacturing and space industries. Therefore a robot is a system that contains sensors, control systems, manipulators, power supplies and software all working together to perform a task. The development and use of such a system is an active area of research and one of the main problems is the development of interaction skills with the surrounding environment, which include the ability to grasp objects. To perform this task the robot needs to sense the environment and acquire the object informations, physical attributes that may influence a grasp. Humans can solve this grasping problem easily due to their past experiences, that is why many researchers are approaching it from a machine learning perspective finding grasp of an object using information of already known objects. But humans can select the best grasp amongst a vast repertoire not only considering the physical attributes of the object to grasp but even to obtain a certain effect. This is why in our case the study in the area of robot manipulation is focused on grasping and integrating symbolic tasks with data gained through sensors. The learning model is based on Bayesian Network to encode the statistical dependencies between the data collected by the sensors and the symbolic task. This data representation has several advantages. It allows to take into account the uncertainty of the real world, allowing to deal with sensor noise, encodes notion of causality and provides an unified network for learning. Since the network is actually implemented and based on the human expert knowledge, it is very interesting to implement an automated method to learn the structure as in the future more tasks and object features can be introduced and a complex network design based only on human expert knowledge can become unreliable. Since structure learning algorithms presents some weaknesses, the goal of this thesis is to analyze real data used in the network modeled by the human expert, implement a feasible structure learning approach and compare the results with the network designed by the expert in order to possibly enhance it.
Resumo:
The subject of this work is the diffusion of turbulence in a non-turbulent flow. Such phenomenon can be found in almost every practical case of turbulent flow: all types of shear flows (wakes, jet, boundary layers) present some boundary between turbulence and the non-turbulent surround; all transients from a laminar flow to turbulence must account for turbulent diffusion; mixing of flows often involve the injection of a turbulent solution in a non-turbulent fluid. The mechanism of what Phillips defined as “the erosion by turbulence of the underlying non-turbulent flow”, is called entrainment. It is usually considered to operate on two scales with different mechanics. The small scale nibbling, which is the entrainment of fluid by viscous diffusion of turbulence, and the large scale engulfment, which entraps large volume of flow to be “digested” subsequently by viscous diffusion. The exact role of each of them in the overall entrainment rate is still not well understood, as it is the interplay between these two mechanics of diffusion. It is anyway accepted that the entrainment rate scales with large properties of the flow, while is not understood how the large scale inertial behavior can affect an intrinsically viscous phenomenon as diffusion of vorticity. In the present work we will address then the problem of turbulent diffusion through pseudo-spectral DNS simulations of the interface between a volume of decaying turbulence and quiescent flow. Such simulations will give us first hand measures of velocity, vorticity and strains fields at the interface; moreover the framework of unforced decaying turbulence will permit to study both spatial and temporal evolution of such fields. The analysis will evidence that for this kind of flows the overall production of enstrophy , i.e. the square of vorticity omega^2 , is dominated near the interface by the local inertial transport of “fresh vorticity” coming from the turbulent flow. Viscous diffusion instead plays a major role in enstrophy production in the outbound of the interface, where the nibbling process is dominant. The data from our simulation seems to confirm the theory of an inertially stirred viscous phenomenon proposed by others authors before and provides new data about the inertial diffusion of turbulence across the interface.
Resumo:
Liquid crystals (LCs) are an interesting class of soft condensed matter systems characterized by an unusual combination of fluidity and long-range order, mainly known for their applications in displays (LCDs). However, the interest in LC continues to grow pushed by their application in new technologies in medicine, optical imaging, micro and nano technologies etc. In LCDs uniaxial alignment of LCs is mainly achieved by a rubbing process. During this treatment, the surfaces of polymer coated display substrates are rubbed in one direction by a rotating cylinder covered with a rubbing cloth. Basically, LC alignment involves two possible aligning directions: uniaxial planar (homogeneous) and vertical (homeotropic) to the display substrate. An interesting unresolved question concerning LCs regards the origin of their alignment on rubbed surfaces, and in particular on the polymeric ones used in the display industry. Most studies have shown that LCs on the surface of the rubbed polymer film layer are lying parallel to the rubbing direction. In these systems, micrometric grooves are generated on the film surface along the rubbing direction and also the polymer chains are stretched in this direction. Both the parallel aligned microgrooves and the polymer chains at the film surface may play a role in the LC alignment and it is not easy to quantify the effect of each contribution. The work described in this thesis is an attempt to find new microscopic evidences on the origin of LC alignment on polymeric surfaces through molecular dynamics (MD) simulations, which allow the investigation of the phenomenon with atomic detail. The importance of the arrangement of the polymeric chains in LCs alignment was studied by performing MD simulations of a thin film of a typical nematic LC, 4-cyano-4’-pentylbiphenyl (5CB), in contact with two different polymers: poly(methyl methacrylate)(PMMA) and polystyrene (PS). At least four factors are believed to influence the LC alignment: 1. the interactions of LCs with the backbone vinyl chains; 2. the interactions of LCs with the oriented side groups; 3. the anisotropic interactions of LCs with nanometric grooves; 4. the presence of static surface charges. Here we exclude the effect of microgrooves and of static surface charges from our virtual experiment, by using flat and neutral polymer surfaces, with the aim of isolating the chemical driving factors influencing the alignment of LC phases on polymeric surfaces.
Resumo:
Descrizione delle Natural User Interface e del framework OpenNI 2.0 compreso di caso applicativo.
Resumo:
The goal of this thesis was the study of the cement-bone interface in the tibial component of a cemented total knee prosthesis. One of the things you can see in specimens after in vivo service is that resorption of bone occurs in the interdigitated region between bone and cement. A stress shielding effect was investigated as a cause to explain bone resorption. Stress shielding occurs when bone is loaded less than physiological and therefore it starts remodeling according to the new loading conditions. µCT images were used to obtain 3D models of the bone and cement structure and a Finite Element Analysis was used to simulate different kind of loads. Resorption was also simulated by performing erosion operations in the interdigitated bone region. Finally, 4 models were simulated: bone (trabecular), bone with cement, and two models of bone with cement after progressive erosions of the bone. Compression, tension and shear test were simulated for each model in displacement-control until 2% of strain. The results show how the principal strain and Von Mises stress decrease after adding the cement on the structure and after the erosion operations. These results show that a stress shielding effect does occur and rises after resorption starts.
Resumo:
EUMETSAT (www.eumetsat.int) e’ l’agenzia europea per operazioni su satelliti per monitorare clima, meteo e ambiente terrestre. Dal centro operativo situato a Darmstadt (Germania), si controllano satelliti meteorologici su orbite geostazionarie e polari che raccolgono dati per l’osservazione dell’atmosfera, degli oceani e della superficie terrestre per un servizio continuo di 24/7. Un sistema di monitoraggio centralizzato per programmi diversi all’interno dell’ambiente operazionale di EUMETSAT, e’ dato da GEMS (Generic Event Monitoring System). Il software garantisce il controllo di diverse piattaforme, cross-monitoring di diverse sezioni operative, ed ha le caratteristiche per potere essere esteso a future missioni. L’attuale versione della GEMS MMI (Multi Media Interface), v. 3.6, utilizza standard Java Server Pages (JSP) e fa uso pesante di codici Java; utilizza inoltre files ASCII per filtri e display dei dati. Conseguenza diretta e’ ad esempio, il fatto che le informazioni non sono automaticamente aggiornate, ma hanno bisogno di ricaricare la pagina. Ulteriori inputs per una nuova versione della GEMS MMI vengono da diversi comportamenti anomali riportati durante l’uso quotidiano del software. La tesi si concentra sulla definizione di nuovi requisiti per una nuova versione della GEMS MMI (v. 4.4) da parte della divisione ingegneristica e di manutenzione di operazioni di EUMETSAT. Per le attivita’ di supporto, i test sono stati condotti presso Solenix. Il nuovo software permettera’ una migliore applicazione web, con tempi di risposta piu’ rapidi, aggiornamento delle informazioni automatico, utilizzo totale del database di GEMS e le capacita’ di filtri, insieme ad applicazioni per telefoni cellulari per il supporto delle attivita’ di reperibilita’. La nuova versione di GEMS avra’ una nuova Graphical User Interface (GUI) che utilizza tecnologie moderne. Per un ambiente di operazioni come e’ quello di EUMETSAT, dove l’affidabilita’ delle tecnologie e la longevita’ dell’approccio scelto sono di vitale importanza, non tutti gli attuali strumenti a disposizione sono adatti e hanno bisogno di essere migliorati. Allo stesso tempo, un’ interfaccia moderna, in termini di visual design, interattivita’ e funzionalita’, e’ importante per la nuova GEMS MMI.
Resumo:
La brain computer interface sono state create per sopperire ai problemi motori e di linguistica nei pazienti che, a causa di malattie neurodegenerative o in seguito a traumi, sono paralizzate o non riescono a parlare. Vengono prese in questione le caratteristiche di un sistema per le BCI analizzando ogni blocco funzionale del sistema. Si fa visione delle applicazioni tra le quali la possibilità di far muovere un arto bionico a una donna tetraplegica e la possibilità di far scrivere una parola su uno schermo a un paziente non in grado di comunicare verbalmente. Si mettono in luce i problemi annessi a questo campo e i possibili sviluppi.
Resumo:
Con Brain-Computer Interface si intende un collegamento diretto tra cervello e macchina, che essa sia un computer o un qualsiasi dispositivo esterno, senza l’utilizzo di muscoli. Grazie a sensori applicati alla cute del cranio i segnali cerebrali del paziente vengono rilevati, elaborati, classificati (per mezzo di un calcolatore) e infine inviati come output a un device esterno. Grazie all'utilizzo delle BCI, persone con gravi disabilità motorie o comunicative (per esempio malati di SLA o persone colpite dalla sindrome del chiavistello) hanno la possibilità di migliorare la propria qualità di vita. L'obiettivo di questa tesi è quello di fornire una panoramica nell'ambito dell'interfaccia cervello-computer, mostrando le tipologie esistenti, cercando di farne un'analisi critica sui pro e i contro di ogni applicazione, ponendo maggior attenzione sull'uso dell’elettroencefalografia come strumento per l’acquisizione dei segnali in ingresso all'interfaccia.
Resumo:
C’è un crescente interesse nella comunità scientifica per l’applicazione delle tecniche della bioingegneria nel campo delle interfacce fra cervello e computer. Questo interesse nasce dal fatto che in Europa ci sono almeno 300.000 persone con paralisi agli arti inferiori, con una età media piuttosto bassa (31 anni), registrandosi circa 5.000 nuovi casi ogni anno, in maggioranza dovuti ad incidenti automobilistici. Tali lesioni traumatiche spinali inducono delle disfunzioni sensoriali a causa dell’interruzione tra gli arti e i centri sopraspinali. Per far fronte a questi problemi gli scienziati si sono sempre più proiettati verso un nuovo settore: il Brain Computer Interaction, ossia un ambito della ricerca volto alla costruzione di interfacce in grado di collegare direttamente il cervello umano ad un dispositivo elettrico come un computer.
Resumo:
Negli ultimi decenni abbiamo assistito ad una graduale evoluzione delle interfacce utente e della tecnologia. Sono stati introdotti nuovi dispositivi mobile e wearable che negli ultimi anni hanno subito un incremento tecnologico esponenziale arrivando a fondersi con la vita di tutti i giorni. Le classiche interfacce grafiche WIMP, la metafora del desktop e le linee guida di progettazione fino ad ora sviluppate non risultano ideali per la nuova tecnologia di wearable computing. Il proposito che la tesi vuole andare ad affrontare è proprio quello di indagare lo sviluppo di nuove user inteface basate sulla tecnologia wearable ed in particolare per smart glasses.