1000 resultados para Mètodes de simulació


Relevância:

10.00% 10.00%

Publicador:

Resumo:

Peer-reviewed

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This paper describes an audio watermarking scheme based on lossy compression. The main idea is taken from an image watermarking approach where the JPEG compression algorithm is used to determine where and how the mark should be placed. Similarly, in the audio scheme suggested in this paper, an MPEG 1 Layer 3 algorithm is chosen for compression to determine the position of the mark bits and, thus, the psychoacoustic masking of the MPEG 1 Layer 3compression is implicitly used. This methodology provides with a high robustness degree against compression attacks. The suggested scheme is also shown to succeed against most of the StirMark benchmark attacks for audio.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

La radio cognitiva es una tecnología inalámbrica propuesta para usar eficientemente los recursos del espectro radioeléctrico permitiendo así reducir la carga existente en las bandas de frecuencia de uso libre.Las redes de radio cognitiva son capaces de escanear el espectro y adaptar sus parámetros para operar en las bandas no ocupadas. Para evitar interferir con usuarios con licencia que operan en un determinado canal, la sensibilidad de las redes tiene que ser muy alta. Ello se consigue con métodos de detección cooperativos. Los métodos de detección cooperativa actuales tienen una carencia de robustez ya sea frente a ataques puntuales o continuos.En este artículo presentamos un método de fusión por grupos que tiene presente el comportamiento de los usuarios a corto y largo plazo. Al realizar la fusión de los datos, el método se basa en dar mayor peso a los grupos de usuarios con mayor unanimidad en sus decisiones.Los resultados de las simulaciones prueban que en presencia de atacantes el método de fusión por grupos propuesto consigue una detección superior a otros métodos, cumpliendo los requisitos de sensibilidad mínimos de las redes de radio cognitiva incluso con un 12 de usuarios reiteradamente maliciosos o un 10 de atacantes puntuales.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This article describes the developmentof an Open Source shallow-transfer machine translation system from Czech to Polish in theApertium platform. It gives details ofthe methods and resources used in contructingthe system. Although the resulting system has quite a high error rate, it is still competitive with other systems.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Softcatalà is a non-profit associationcreated more than 10 years ago to fightthe marginalisation of the Catalan languagein information and communicationtechnologies. It has led the localisationof many applications and thecreation of a website which allows itsusers to translate texts between Spanishand Catalan using an external closed-sourcetranslation engine. Recently,the closed-source translation back-endhas been replaced by a free/open-sourcesolution completely managed by Softcatalà: the Apertium machine translationplatform and the ScaleMT web serviceframework. Thanks to the opennessof the new solution, it is possibleto take advantage of the huge amount ofusers of the Softcatalà translation serviceto improve it, using a series ofmethods presented in this paper. In addition,a study of the translations requestedby the users has been carriedout, and it shows that the translationback-end change has not affected theusage patterns.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This report details the port interconnection of two subsystems: a power electronics subsystem (a back-to-back AC/AC converter (B2B), coupled to a phase of the power grid), and an electromechanical subsystem (a doubly-fed induction machine (DFIM), coupled mechanically to a flywheel and electrically to the power grid and to a local varying load). Both subsystems have been essentially described in previous reports (deliverables D 0.5 and D 4.3.1), although some previously unpublished details are presented here. The B2B is a variable structure system (VSS), due to the presence of control-actuated switches: however from a modelling and simulation, as well as a control-design, point of view, it is sensible to consider modulated transformers (MTF in the bond-graph language) instead of the pairs of complementary switches. The port-Hamiltonian models of both subsystems are presents and coupled through a power-preserving interconnection, and the Hamiltonian description of the whole system is obtained; detailed bond-graphs of all the subsystems and the complete system are provided.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

A discussion on the expression proposed in [1]–[3]for deconvolving the wideband density function is presented. Weprove here that such an expression reduces to be proportionalto the wideband correlation receiver output, or continuous wavelettransform of the received signal with respect to the transmittedone. Moreover, we show that the same result has been implicitlyassumed in [1], when the deconvolution equation is derived. Westress the fact that the analyzed approach is just the orthogonalprojection of the density function onto the image of the wavelettransform with respect to the transmitted signal. Consequently,the approach can be considered a good representation of thedensity function only under the prior knowledge that the densityfunction belongs to such a subspace. The choice of the transmittedsignal is thus crucial to this approach.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

In this paper we develop a new linear approach to identify the parameters of a moving average (MA) model from the statistics of the output. First, we show that, under some constraints, the impulse response of the system can be expressed as a linear combination of cumulant slices. Then, thisresult is used to obtain a new well-conditioned linear methodto estimate the MA parameters of a non-Gaussian process. Theproposed method presents several important differences withexisting linear approaches. The linear combination of slices usedto compute the MA parameters can be constructed from dif-ferent sets of cumulants of different orders, providing a generalframework where all the statistics can be combined. Further-more, it is not necessary to use second-order statistics (the autocorrelation slice), and therefore the proposed algorithm stillprovides consistent estimates in the presence of colored Gaussian noise. Another advantage of the method is that while mostlinear methods developed so far give totally erroneous estimates if the order is overestimated, the proposed approach doesnot require a previous estimation of the filter order. The simulation results confirm the good numerical conditioning of thealgorithm and the improvement in performance with respect to existing methods.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This work provides a general framework for the design of second-order blind estimators without adopting anyapproximation about the observation statistics or the a prioridistribution of the parameters. The proposed solution is obtainedminimizing the estimator variance subject to some constraints onthe estimator bias. The resulting optimal estimator is found todepend on the observation fourth-order moments that can be calculatedanalytically from the known signal model. Unfortunately,in most cases, the performance of this estimator is severely limitedby the residual bias inherent to nonlinear estimation problems.To overcome this limitation, the second-order minimum varianceunbiased estimator is deduced from the general solution by assumingaccurate prior information on the vector of parameters.This small-error approximation is adopted to design iterativeestimators or trackers. It is shown that the associated varianceconstitutes the lower bound for the variance of any unbiasedestimator based on the sample covariance matrix.The paper formulation is then applied to track the angle-of-arrival(AoA) of multiple digitally-modulated sources by means ofa uniform linear array. The optimal second-order tracker is comparedwith the classical maximum likelihood (ML) blind methodsthat are shown to be quadratic in the observed data as well. Simulationshave confirmed that the discrete nature of the transmittedsymbols can be exploited to improve considerably the discriminationof near sources in medium-to-high SNR scenarios.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

Aquest text és un recull de procediments per inserir els blocs d'AutoCAD de forma més eficient, en la resolució de problemes prèviament tipificats: la PRIMERA PART descriu protocols d'actuació que l'usuari haurà d'aplicar manualment, mentre que la SEGONA PART ofereix rutines programades en AutoLISP i VisualLISP que l'eximiran d'aquesta obligació.Si ho deixéssim aquí, però, podria semblar que els mateixos mètodes manuals presentats en primer lloc són després els que AutoLISP automatitza; per això convé aclarir que la problemàtica de la PRIMERA PART, tot i que pròxima a la de la SEGONA, és diferent i reprodueix el contingut d'una monografia (BLOCS I GEOMETRIA: 5 EXERCICIS COMENTATS) que forma part del material de suport a l'assignatura ELEMENTS DE CAD, impartida per l'autor en l'ETS d'Enginyeria de Telecomunicació de Barcelona i que té per objecte cobrir el buit bibliogràfic que es detectava en el vessant geomètric de la inserció de blocs, a diferència del que s'ocupa de l'estructura de dades més adient en cada context (incrustació de dibuixos amb INSERT versus vinculació mitjançant REFX), més profusament tractat, proposant una sistematització tipològica dels casos on l'escala és funció lineal d'una distància.La SEGONA PART va més enllà i amplia el repertori d'AutoCAD amb les ordres GINSERT, RATREDIT, INSERTOK, INS2D, INS3D, BLOQUEOK, DESCOMPOK, DEF-TRANSF, APL-TRANSF-V i APL-TRANSF-N, de les quals INS2D i INS3D (INSERTOK és una versió simplificada de INS2D, per a blocs sense atributs) són l'aportació més innovadora i que més lluny porta les potencialitats de la inserció de blocs: resumint-ho en una frase, es tracta d’aconseguir que la inserció d’un bloc (que pot ser l’original, un bloc constituït per una inserció de l’original o un de constituït per la inserció del precedent) s’encabeixi en un marc prèviament establert, a semblança de les ordres ESCALA o GIRA, que mitjançant l'opció Referencia apliquen als objectes seleccionats la transformació d'escalat o de rotació necessària per tal que un element de referència assoleixi una determinada grandària o posició. Tot i que, per identificar amb encert el nucli del problema, serà inevitable introduir una reflexió: quan s’ha tingut la precaució de referir un bloc 2D a un quadrat unitari ortogonal, inserir-lo de manera que s’adapti a qualsevol marc rectangular establert en el dibuix és immediat, però ja no ho és tant concatenar insercions de manera que, a més d’una combinació simple de escalat, gir i translació, l’operació dugui implícita una transformació de cisallament. Perquè és clar que si inserim el bloc girat i convertim la inserció en un bloc que al seu torn tornem a inserir, ara però amb escalat no uniforme, el transformat del quadrat de referència primitiu serà un paral·lelogram, però el problema és: dibuixat un marc romboïdal concret, ¿quin gir caldrà donar a la primera inserció, i quin gir i factors d’escala caldrà aplicar a la segona perquè el quadrat de referència s’adapti al marc? El problema es complica si, a més, volem aprofitar el resultat de la primera inserció per a d’altres paral·lelograms, organitzant un sistema no redundant de insercions intermèdies. Doncs bé: INS2D i INS3D donen satisfacció a aquestes qüestions (la segona ja no contempla l'encaix en un paral·lelogram, sinó en un paral·lelepípede) i són aplicables a blocs proveïts d’atributs, no només de tipus convencional (els continguts en el pla de base del bloc, únics de funcionament garantit amb l’ordre INSERT), sinó també dels situats i orientats lliurement.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

A reinforcement learning (RL) method was used to train a virtual character to move participants to a specified location. The virtual environment depicted an alleyway displayed through a wide field-of-view head-tracked stereo head-mounted display. Based on proxemics theory, we predicted that when the character approached within a personal or intimate distance to the participants, they would be inclined to move backwards out of the way. We carried out a between-groups experiment with 30 female participants, with 10 assigned arbitrarily to each of the following three groups: In the Intimate condition the character could approach within 0.38m and in the Social condition no nearer than 1.2m. In the Random condition the actions of the virtual character were chosen randomly from among the same set as in the RL method, and the virtual character could approach within 0.38m. The experiment continued in each case until the participant either reached the target or 7 minutes had elapsed. The distributions of the times taken to reach the target showed significant differences between the three groups, with 9 out of 10 in the Intimate condition reaching the target significantly faster than the 6 out of 10 who reached the target in the Social condition. Only 1 out of 10 in the Random condition reached the target. The experiment is an example of applied presence theory: we rely on the many findings that people tend to respond realistically in immersive virtual environments, and use this to get people to achieve a task of which they had been unaware. This method opens up the door for many such applications where the virtual environment adapts to the responses of the human participants with the aim of achieving particular goals.

Relevância:

10.00% 10.00%

Publicador:

Resumo:

This work investigates novel alternative means of interaction in a virtual environment (VE).We analyze whether humans can remap established body functions to learn to interact with digital information in an environment that is cross-sensory by nature and uses vocal utterances in order to influence (abstract) virtual objects. We thus establish a correlation among learning, control of the interface, and the perceived sense of presence in the VE. The application enables intuitive interaction by mapping actions (the prosodic aspects of the human voice) to a certain response (i.e., visualization). A series of single-user and multiuser studies shows that users can gain control of the intuitive interface and learn to adapt to new and previously unseen tasks in VEs. Despite the abstract nature of the presented environment, presence scores were generally very high.