839 resultados para electrical and electronics engineering


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Multiple-input multiple-output (MIMO) techniques have become an essential part of broadband wireless communications systems. For example, the recently developed IEEE 802.16e specifications for broadband wireless access include three MIMOprofiles employing 2×2 space-time codes (STCs), and two of these MIMO schemes are mandatory on the downlink of Mobile WiMAX systems. One of these has full rate, and the other has full diversity, but neither of them has both of the desired features. The third profile, namely, Matrix C, which is not mandatory, is both a full rate and a full diversity code, but it has a high decoder complexity. Recently, the attention was turned to the decodercomplexity issue and including this in the design criteria, several full-rate STCs were proposed as alternatives to Matrix C. In this paper, we review these different alternatives and compare them to Matrix C in terms of performances and the correspondingreceiver complexities.

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ADSL is becoming the standard form of residential and small-business broadband Internet access due to, primarily, its low deployment cost. These ADSL residential lines are often deployed with 802.11 Access Points (AP) that providewireless connectivity. Given the density of ADSL deployment, it is often possible for a residential wireless client to be in range of several other APs, belonging to neighbors, with ADSL connectivity. While the ADSL technology has showed evident limits in terms of capacity (with speeds ranging 1-10 Mbps), the short-range wireless communication can guarantee a muchhigher capacity (up to 20 Mbps). Furthermore, the ADSL links in the neighborhood are generally under-utilized, since ADSL subscribers do not connect 100% of the time. Therefore, it is possible for a wireless client to simultaneously connect to several APs in range and effectively aggregate their available ADSL bandwidth.In this paper, we introduce ClubADSL, a wireless client that can simultaneously connect to several APs in range on different frequencies and aggregate both their downlink and uplink capacity. ClubADSL is a software that runs locally on the client-side, and it requires neither modification to the existing Internet infrastructure, nor any hardware/protocol upgradesto the 802.11 local area network. We show the feasibility of ClubADSL in seamlessly transmitting TCP traffic, and validate its implementation both in controlled scenarios and with current applications over real ADSL lines. In particular we show that a ClubADSL client can greatly benefit from the aggregated download bandwidth in the case of server-client applications such as video streaming, but can also take advantage of the increased upload bandwidth greatly reducing download times with incentive-based P2P applications such as BitTorrent.

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A contemporary perspective on the tradeoff between transmit antenna diversity and spatial multi-plexing is provided. It is argued that, in the context of modern cellular systems and for the operating points of interest, transmission techniques that utilize all available spatial degrees of freedom for multiplexingoutperform techniques that explicitly sacrifice spatialmultiplexing for diversity. Reaching this conclusion, however, requires that the channel and some key system features be adequately modeled; failure to do so may bring about starkly different conclusions. As a specific example, this contrast is illustrated using the 3GPP Long-Term Evolution system design.

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A systolic array to implement lattice-reduction-aided lineardetection is proposed for a MIMO receiver. The lattice reductionalgorithm and the ensuing linear detections are operated in the same array, which can be hardware-efficient. All-swap lattice reduction algorithm (ASLR) is considered for the systolic design.ASLR is a variant of the LLL algorithm, which processes all lattice basis vectors within one iteration. Lattice-reduction-aided linear detection based on ASLR and LLL algorithms have very similarbit-error-rate performance, while ASLR is more time efficient inthe systolic array, especially for systems with a large number ofantennas.

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This paper derives approximations allowing the estimation of outage probability for standard irregular LDPC codes and full-diversity Root-LDPC codes used over nonergodic block-fading channels. Two separate approaches are discussed: a numerical approximation, obtained by curve fitting, for both code ensembles, and an analytical approximation for Root-LDPC codes, obtained under the assumption that the slope of the iterative threshold curve of a given code ensemble matches the slope of the outage capacity curve in the high-SNR regime.

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Excitation-continuous music instrument control patterns are often not explicitly represented in current sound synthesis techniques when applied to automatic performance. Both physical model-based and sample-based synthesis paradigmswould benefit from a flexible and accurate instrument control model, enabling the improvement of naturalness and realism. Wepresent a framework for modeling bowing control parameters inviolin performance. Nearly non-intrusive sensing techniques allow for accurate acquisition of relevant timbre-related bowing control parameter signals.We model the temporal contour of bow velocity, bow pressing force, and bow-bridge distance as sequences of short Bézier cubic curve segments. Considering different articulations, dynamics, and performance contexts, a number of note classes are defined. Contours of bowing parameters in a performance database are analyzed at note-level by following a predefined grammar that dictates characteristics of curve segment sequences for each of the classes in consideration. As a result, contour analysis of bowing parameters of each note yields an optimal representation vector that is sufficient for reconstructing original contours with significant fidelity. From the resulting representation vectors, we construct a statistical model based on Gaussian mixtures suitable for both the analysis and synthesis of bowing parameter contours. By using the estimated models, synthetic contours can be generated through a bow planning algorithm able to reproduce possible constraints caused by the finite length of the bow. Rendered contours are successfully used in two preliminary synthesis frameworks: digital waveguide-based bowed stringphysical modeling and sample-based spectral-domain synthesis.

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There are many online communities with membergenerated and openly available multimedia content. Their successdepends on having active contributing users and on producing useful content. With this criterion, the community of sound practitioners that has emerged in Freesound is a successful case of interest to be studied. But to understand it and support it further we need an appropriate analysis methodology. In this paper we propose some qualitative and quantitative approaches for its characterization, focusing on the analysis of organizational structure, shared goals, user interactions and vocabulary sharing. We think that the proposed approach can be applied to otheronline communities with similar characteristics.

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Participants in an immersive virtual environment interact with the scene from an egocentric point of view that is, where there bodies appear to be located rather than from outside as if looking through a window. People interact through normal body movements, such as head-turning,reaching, and bending, and within the tracking limitations move through the environment or effect changes within it in natural ways.

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The optimization of most pesticide and fertilizer applications is based on overall grove conditions. In this work we measurements. Recently, Wei [9, 10] used a terrestrial propose a measurement system based on a ground laser scanner to LIDAR to measure tree height, width and volume developing estimate the volume of the trees and then extrapolate their foliage a set of experiments to evaluate the repeatability and surface in real-time. Tests with pear trees demonstrated that the accuracy of the measurements, obtaining a coefficient of relation between the volume and the foliage can be interpreted as variation of 5.4% and a relative error of 4.4% in the linear with a coefficient of correlation (R) of 0.81 and the foliar estimation of the volume but without real-time capabilities. surface can be estimated with an average error less than 5 %.

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The main goal of our study was to see whether an artificial olfactory system can be used as a nondestructive instrument to measure fruit maturity. In order to make an objective comparison, samples measured with our electronic nose prototype were later characterized using fruit quality techniques. The cultivars chosen for the study were peaches, nectarines, apples, and pears. With peaches and nectarines, a PCA analysis on the electronic nose measurements helped to guess optimal harvest dates that were in good agreement with the ones obtained with fruit quality techniques. A good correlation between sensor signals and some fruit quality indicators was also found. With pears, the study addressed the possibility of classifying samples regarding their ripeness state after different cold storage and shelf-life periods. A PCA analysis showed good separation between samples measured after a shelf-life period of seven days and samples with four or less days. Finally, the electronic nose monitored the shelf-life ripening of apples. A good correlation between electronic nose signals and firmness, starch index, and acidity parameters was found. These results prove that electronic noses have the potential of becoming a reliable instrument to assess fruit ripeness.

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This paper presents the quantitative and qualitative findings from an experiment designed to evaluate a developing model of affective postures for full-body virtual characters in immersive virtual environments (IVEs). Forty-nine participants were each requested to explore a virtual environment by asking two virtual characters for instructions. The participants used a CAVE-like system to explore the environment. Participant responses and their impression of the virtual characters were evaluated through a wide variety of both quantitative and qualitative methods. Combining a controlled experimental approach with various data-collection methods provided a number of advantages such as providing a reason to the quantitative results. The quantitative results indicate that posture plays an important role in the communication of affect by virtual characters. The qualitative findings indicated that participants attribute a variety of psychological states to the behavioral cues displayed by virtual characters. In addition, participants tended to interpret the social context portrayed by the virtual characters in a holistic manner. This suggests that one aspect of the virtual scene colors the perception of the whole social context portrayed by the virtual characters. We conclude by discussing the importance of designing holistically congruent virtual characters especially in immersive settings.

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This paper reports an experiment that investigated people"s body ownership of an avatar that was observed in a virtual mirror. Twenty subjects were recruited in a within-groups study where 10 first experienced a virtual character that synchronously reflected their upper-body movements as seen in a virtual mirror, and then an asynchronous condition where the mirror avatar displayed prerecorded actions, unrelated to those of the participant. The other 10 subjects experienced the conditions in the opposite order. In both conditions the participant could carry out actions that led to elevation above ground level, as seen from their first person perspective and correspondingly in the mirror. A rotating virtual fan eventually descended to 2m above the ground. The hypothesis was that synchronous mirror reflection would result in higher subjective sense of ownership. A questionnaire analysis showed that the body ownership illusion was significantly greater for thesynchronous than asynchronous condition. Additionally participants in the synchronous condition avoided collision with the descending fan significantly more often than those in the asynchronous condition. The results of this experiment are put into context within similar experiments on multisensory correlation and body ownership within cognitive neuroscience.

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Optical trapping is an attractive and multidisciplinary topic that has become the center of attention to a large number of researchers. Moreover, it is a suitable subject for advanced students that requires a knowledge of a wide range of topics. As a result, it has been incorporated into some syllabuses of both undergraduate and graduate programs. In this paper, basic concepts in laser trapping theory are reviewed. To provide a better understanding of the underlying concepts for students, a Java application for simulating the behavior of a dielectric particle trapped in a highly focused beam has been developed. The program illustrates a wide range of theoretical results and features, such as the calculation of the force exerted by a beam in the Mie and Rayleigh regimes or the calibration of the trap stiffness. Some examples that are ready to be used in the classroom or in the computer lab are also supplied.

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Participants in an immersive virtual environment interact with the scene from an egocentric point of view that is, where there bodies appear to be located rather than from outside as if looking through a window. People interact through normal body movements, such as head-turning,reaching, and bending, and within the tracking limitations move through the environment or effect changes within it in natural ways.

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To what extent do people behave in immersive virtual environments as they would in similar situations in a physical environment? There are many ways to address this question, ranging from questionnaires, behavioral studies, and the use of physiological measures. Here, we compare the onsets of muscle activity using surface electromyography (EMG) while participants were walking under three different conditions: on a normal floor surface, on a narrow ribbon along the floor, and on a narrow platform raised off the floor. The same situation was rendered in an immersive virtual environment (IVE) Cave-like system, and 12 participants did the three types of walking in a counter-balanced within-groups design. The mean number of EMG activity onsets per unit time followed the same pattern in the virtual environment as in the physical environment-significantly higher for walking on the platform compared to walking on the floor. Even though participants knew that they were in fact really walking at floor level in the virtual environment condition, the visual illusion of walking on a raised platform was sufficient to influence their behavior in a measurable way. This opens up the door for this technique to be used in gait and posture related scenarios including rehabilitation.