979 resultados para multi-point haptic


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The UMTS turbo encoder is composed of parallel concatenation of two Recursive Systematic Convolutional (RSC) encoders which start and end at a known state. This trellis termination directly affects the performance of turbo codes. This paper presents performance analysis of multi-point trellis termination of turbo codes which is to terminate RSC encoders at more than one point of the current frame while keeping the interleaver length the same. For long interleaver lengths, this approach provides dividing a data frame into sub-frames which can be treated as independent blocks. A novel decoding architecture using multi-point trellis termination and collision-free interleavers is presented. Collision-free interleavers are used to solve memory collision problems encountered by parallel decoding of turbo codes. The proposed parallel decoding architecture reduces the decoding delay caused by the iterative nature and forward-backward metric computations of turbo decoding algorithms. Our simulations verified that this turbo encoding and decoding scheme shows Bit Error Rate (BER) performance very close to that of the UMTS turbo coding while providing almost %50 time saving for the 2-point termination and %80 time saving for the 5-point termination.

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Solar-aided power generation (SAPG) is capable of integrating solar thermal energy into a conventional thermal power plant, at multi-points and multi-levels, to replace parts of steam extractions in the regenerative Rankine cycle. The integration assists the power plant to reduce coal (gas) consumption and pollution emission or to increase power output. The overall efficiencies of the SAPG plants with different solar replacements of extraction steam have been studied in this paper. The results indicate that the solar thermal to electricity conversion efficiencies of the SAPG system are higher than those of a solar-alone power plant with the same temperature level of solar input. The efficiency with solar input at 330 °C can be as high as 45% theoretically in a SAPG plant. Even the low-temperature solar heat at about 85 °C can be used in the SAPG system to heat the lower temperature feedwater, and the solar to electricity efficiency is nearly 10%. However, the low-temperature heat resource is very hard to be used for power generation in other types of solar power plants. Therefore, the SAPG plant is one of the most efficient ways for solar thermal power generation.

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Haptic technologies allow human users to haptically interact with virtual environments. Haptics has been employed in many application domains including operator training, virtual exploration and teleoperation. Currently, most commercially available haptic devices focus on a single point of haptic interaction. While single-point haptics have been successfully employed in many applications, they remain limited to particular types of haptic interaction. Multi-point haptic devices are a logical progression and facilitate a far wider range of interactions including object grasping, multi-finger object manipulation and size discrimination. The ability to effectively achieve such interactions offers significant benefits for many applications including virtual training, telesurgery and telemanipulation. In such applications, the ability to use multi-point haptic interactions can provide far more effective user interaction as well improved perception of the virtual environment.

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Polygon and point based models dominate virtual reality. These models also affect haptic rendering algorithms, which are often based on collision with polygons. With application to dual point haptic devices for operations like grasping, complex polygon and point based models will make the collision detection procedure slow. This results in the system not able to achieve interactivity for force rendering. To solve this issue, we use mathematical functions to define and implement geometry (curves, surfaces and solid objects), visual appearance (3D colours and geometric textures) and various tangible physical properties (elasticity, friction, viscosity, and force fields). The function definitions are given as analytical formulas (explicit, implicit and parametric), function scripts and procedures. We proposed an algorithm for haptic rendering of virtual scenes including mutually penetrating objects with different sizes and arbitrary location of the observer without a prior knowledge of the scene to be rendered. The algorithm is based on casting multiple haptic rendering rays from the Haptic Interaction Point (HIP), and it builds a stack to keep track on all colliding objects with the HIP. The algorithm uses collision detection based on implicit function representation of the object surfaces. The proposed approach allows us to be flexible when choosing the actual rendering platform, while it can also be easily adopted for dual point haptic collision detection as well as force and torque rendering. The function-defined objects and parts constituting them can be used together with other common definitions of virtual objects such as polygon meshes, point sets, voxel volumes, etc. We implemented an extension of X3D and VRML as well as several standalone application examples to validate the proposed methodology. Experiments show that our concern about fast, accurate rendering as well as compact representation could be fulfilled in various application scenarios and on both single and dual point haptic devices.

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Accurate weight perception is important particularly in tasks where the user has to apply vertical forces to ensure safe landing of a fragile object or precise penetration of a surface with a probe. Moreover, depending on physical properties of objects such as weight and size we may switch between unimanual and bimanual manipulation during a task. Research has shown that bimanual manipulation of real objects results in a misperception of their weight: they tend to feel lighter than similarly heavy objects which are handled with one hand only [8]. Effective simulation of bimanual manipulation with desktop haptic interfaces should be able to replicate this effect of bimanual manipulation on weight perception. Here, we present the MasterFinger-2, a new multi-finger haptic interface allowing bimanual manipulation of virtual objects with precision grip and we conduct weight discrimination experiments to evaluate its capacity to simulate unimanual and bimanual weight. We found that the bimanual ‘lighter’ bias is also observed with the MasterFinger-2 but the sensitivity to changes of virtual weights deteriorated.

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This paper describes the design of a modular multi-finger haptic device for virtual object manipulation. Mechanical structures are based on one module per finger and can be scaled up to three fingers. Mechanical configurations for two and three fingers are based on the use of one and two redundant axes, respectively. As demonstrated, redundant axes significantly increase workspace and prevent link collisions, which is their main asset with respect to other multi-finger haptic devices. The location of redundant axes and link dimensions have been optimized in order to guarantee a proper workspace, manipulability, force capability, and inertia for the device. The mechanical haptic device design and a thimble adaptable to different finger sizes have also been developed for virtual object manipulation.

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Complementary programs

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Software for video-based multi-point frequency measuring and mapping: http://hdl.handle.net/10045/53429

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Most haptic environments are based on single point interactions whereas in practice, object manipulation requires multiple contact points between the object, fingers, thumb and palm. The Friction Cone Algorithm was developed specifically to work well in a multi-finger haptic environment where object manipulation would occur. However, the Friction Cone Algorithm has two shortcomings when applied to polygon meshes: there is no means of transitioning polygon boundaries or feeling non-convex edges. In order to overcome these deficiencies, Face Directed Connection Graphs have been developed as well as a robust method for applying friction to non-convex edges. Both these extensions are described herein, as well as the implementation issues associated with them.

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This paper describes the development of an automated design optimization system that makes use of a high fidelity Reynolds-Averaged CFD analysis procedure to minimize the fan forcing and fan BOGV (bypass outlet guide vane) losses simultaneously taking into the account the down-stream pylon and RDF (radial drive fairing) distortions. The design space consists of the OGV's stagger angle, trailing-edge recambering, axial and circumferential positions leading to a variable pitch optimum design. An advanced optimization system called SOFT (Smart Optimisation for Turbomachinery) was used to integrate a number of pre-processor, simulation and in-house grid generation codes and postprocessor programs. A number of multi-objective, multi-point optimiztion were carried out by SOFT on a cluster of workstations and are reported herein.