Search results for: virtual machine
Commenced in January 2007
Frequency: Monthly
Edition: International
Paper Count: 1721

Search results for: virtual machine

1601 MIMCA: A Modelling and Simulation Approach in Support of the Design and Construction of Manufacturing Control Systems Using Modular Petri net

Authors: S. Ariffin, K. Hasnan, R.H. Weston

Abstract:

A new generation of manufacturing machines so-called MIMCA (modular and integrated machine control architecture) capable of handling much increased complexity in manufacturing control-systems is presented. Requirement for more flexible and effective control systems for manufacturing machine systems is investigated and dimensioned-which highlights a need for improved means of coordinating and monitoring production machinery and equipment used to- transport material. The MIMCA supports simulation based on machine modeling, was conceived by the authors to address the issues. Essentially MIMCA comprises an organized unification of selected architectural frameworks and modeling methods, which include: NISTRCS, UMC and Colored Timed Petri nets (CTPN). The unification has been achieved; to support the design and construction of hierarchical and distributed machine control which realized the concurrent operation of reusable and distributed machine control components; ability to handle growing complexity; and support requirements for real- time control systems. Thus MIMCA enables mapping between 'what a machine should do' and 'how the machine does it' in a well-defined but flexible way designed to facilitate reconfiguration of machine systems.

Keywords: Machine control, architectures, Petri nets, modularity, modeling, simulation.

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1600 3D Multi-User Virtual Environment in Language Teaching

Authors: Hana Maresova, Daniel Ecler, Miroslava Mensikova

Abstract:

This article focuses on the use of 3D multi-user virtual environment in language teaching and presents the results of a four-year research at the Palacky University Olomouc Faculty of Education (Czech Republic). Language teaching was conducted in an experimental form in the 3D virtual worlds of Second Life and Kitely (experimental group) and, in parallel to this, there was also traditional teaching conducted on identical topics in the form of lectures using a textbook (control group). The didactic test, which was presented to both of the groups in an identical form before the start of teaching and after its implementation, verified the effect of teaching in the experimental group by comparing the achieved results of both groups. Out of the three components of mother tongue teaching (grammar, literature, composition and communication education) students achieved partial better results (in the case of points focused on the visualization of the subject matter, these were statistically significant) in literature. Students from the control group performed better in grammar and composition. Based on the achieved results, we can state that the most appropriate use of multi-user virtual environment (MUVE) can be seen in teaching those topics that have the possibility of dramatization, experiential learning and group cooperation.

Keywords: 3D virtual reality, multiuser environments, online education, language education.

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1599 Absent Theaters: A Virtual Reconstruction from Memories

Authors: P. Castillo Muñoz, A. Lara Ramírez

Abstract:

Absent Theaters is a project that virtually reconstructs three theaters that existed in the twentieth century, demolished in the city of Medellin, Colombia: Circo España, Bolívar, and Junín. Virtual reconstruction is used as an excuse to talk with those who lived in their childhood and youth cultural spaces that formed a whole generation. Around 100 people who witnessed these theaters were interviewed. The means used to perform the oral history work was the virtual reconstruction of the interior of the theaters that were presented to the interviewees through the Virtual Reality glasses. The voices of people between 60 and 103 years old were used to generate a transmission of knowledge to the new generations about the importance of theaters as essential places for the city, as spaces generating social relations and knowledge of other cultures. Oral stories about events, the historical and social context of the city, were mixed with archive images and animations of the architectural transformations of these places. Oral stories about events, the historical and social context of the city, were mixed with archive images and animations of the architectural transformations of these places, with the purpose of compiling a collective discourse around cultural activities, heritage, and memory of Medellin.

Keywords: Culture, heritage, oral history, theaters, virtual reality.

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1598 Machine Vision for the Inspection of Surgical Tasks: Applications to Robotic Surgery Systems

Authors: M. Ovinis, D. Kerr, K. Bouazza-Marouf, M. Vloeberghs

Abstract:

The use of machine vision to inspect the outcome of surgical tasks is investigated, with the aim of incorporating this approach in robotic surgery systems. Machine vision is a non-contact form of inspection i.e. no part of the vision system is in direct contact with the patient, and is therefore well suited for surgery where sterility is an important consideration,. As a proof-of-concept, three primary surgical tasks for a common neurosurgical procedure were inspected using machine vision. Experiments were performed on cadaveric pig heads to simulate the two possible outcomes i.e. satisfactory or unsatisfactory, for tasks involved in making a burr hole, namely incision, retraction, and drilling. We identify low level image features to distinguish the two outcomes, as well as report on results that validate our proposed approach. The potential of using machine vision in a surgical environment, and the challenges that must be addressed, are identified and discussed.

Keywords: Visual inspection, machine vision, robotic surgery.

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1597 Research on the Strategy of Orbital Avoidance for Optical Remote Sensing Satellite

Authors: Zheng Dian Xun, Cheng Bo, Lin Hetong

Abstract:

This paper focuses on the orbit avoidance strategy of the optical remote sensing satellite. The optical remote sensing satellite, moving along the Sun-synchronous orbit, is equipped with laser warning equipment to alert CCD camera from laser attacks. This paper explores the strategy of satellite avoidance to protect the CCD camera and also the satellite. The satellite could evasive to several target points in the orbital coordinates of virtual satellite. The so-called virtual satellite is a passive vehicle which superposes the satellite at the initial stage of avoidance. The target points share the consistent cycle time and the same semi-major axis with the virtual satellite, which ensures the properties of the satellite’s Sun-synchronous orbit remain unchanged. Moreover, to further strengthen the avoidance capability of satellite, it can perform multi-target-points avoid maneuvers. On occasions of fulfilling the satellite orbit tasks, the orbit can be restored back to virtual satellite through orbit maneuvers. There into, the avoid maneuvers adopts pulse guidance. In addition, the fuel consumption is optimized. The avoidance strategy discussed in this article is applicable to optical remote sensing satellite when it is encountered with hostile attack of space-based laser anti-satellite.

Keywords: Optical remote sensing satellite, satellite avoidance, virtual satellite, avoid target-point, avoid maneuver.

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1596 Lunar Rover Virtual Simulation System with Autonomous Navigation

Authors: Bao Jinsong, Hu Xiaofeng, Wang Wei, Yu Dili, Jin Ye

Abstract:

The paper researched and presented a virtual simulation system based on a full-digital lunar terrain, integrated with kinematics and dynamics module as well as autonomous navigation simulation module. The system simulation models are established. Enabling technologies such as digital lunar surface module, kinematics and dynamics simulation, Autonomous navigation are investigated. A prototype system for lunar rover locomotion simulation is developed based on these technologies. Autonomous navigation is a key echnology in lunar rover system, but rarely involved in virtual simulation system. An autonomous navigation simulation module have been integrated in this prototype system, which was proved by the simulation results that the synthetic simulation and visualizing analysis system are established in the system, and the system can provide efficient support for research on the autonomous navigation of lunar rover.

Keywords: Lunar rover, virtual simulation, autonomous navigation, full-digital lunar terrain

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1595 An Overall Approach to the Communication of Organizations in Conventional and Virtual Offices

Authors: Mehmet Altınöz

Abstract:

Organizational communication is an administrative function crucial especially for executives in the implementation of organizational and administrative functions. Executives spend a significant part of their time on communicative activities. Doing his or her daily routine, arranging meeting schedules, speaking on the telephone, reading or replying to business correspondence, or fulfilling the control functions within the organization, an executive typically engages in communication processes. Efficient communication is the principal device for the adequate implementation of administrative and organizational activities. For this purpose, management needs to specify the kind of communication system to be set up and the kind of communication devices to be used. Communication is vital for any organization. In conventional offices, communication takes place within the hierarchical pyramid called the organizational structure, and is known as formal or informal communication. Formal communication is the type that works in specified structures within the organizational rules and towards the organizational goals. Informal communication, on the other hand, is the unofficial type taking place among staff as face-to-face or telephone interaction. Communication in virtual as well as conventional offices is essential for obtaining the right information in administrative activities and decision-making. Virtual communication technologies increase the efficiency of communication especially in virtual teams. Group communication is strengthened through an inter-group central channel. Further, ease of information transmission makes it possible to reach the information at the source, allowing efficient and correct decisions. Virtual offices can present as a whole the elements of information which conventional offices produce in different environments. At present, virtual work has become a reality with its pros and cons, and will probably spread very rapidly in coming years, in line with the growth in information technologies.

Keywords: Organization, conventional office, virtual office, communication, communication model, communication functions, communication methods, vertical communication, linear communication, diagonal communication

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1594 The Effects of Immersion on Visual Attention and Detection of Signals Performance for Virtual Reality Training Systems

Authors: Shiau-Feng Lin, Chiuhsiang Joe Lin, Rou-Wen Wang, Wei-Jung Shiang

Abstract:

The Virtual Reality (VR) is becoming increasingly important for business, education, and entertainment, therefore VR technology have been applied for training purposes in the areas of military, safety training and flying simulators. In particular, the superior and high reliability VR training system is very important in immersion. Manipulation training in immersive virtual environments is difficult partly because users must do without the hap contact with real objects they rely on in the real world to orient themselves and their manipulated. In this paper, we create a convincing questionnaire of immersion and an experiment to assess the influence of immersion on performance in VR training system. The Immersion Questionnaire (IQ) included spatial immersion, Psychological immersion, and Sensory immersion. We show that users with a training system complete visual attention and detection of signals. Twenty subjects were allocated to a factorial design consisting of two different VR systems (Desktop VR and Projector VR). The results indicated that different VR representation methods significantly affected the participants- Immersion dimensions.

Keywords: Virtual Reality, Training, Immersion, Visual Attention, Visual Detection

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1593 Conceptual Design of a Customer Friendly Variable Volume and Variable Spinning Speed Washing Machine

Authors: C. A. Akaash Emmanuel Raj, V. R. Sanal Kumar

Abstract:

In this paper using smart materials we have proposed a specially manufactured variable volume spin tub for loading clothes for negating the vibration to a certain extent for getting better operating performance. Additionally, we have recommended a variable spinning speed rotor for handling varieties of garments for an efficient washing, aiming for increasing the life span of both the garments and the machine. As a part of the conflicting dynamic constraints and demands of the customer friendly design optimization of a lucrative and cosmetic washing machine we have proposed a drier and a desalination system capable to supply desirable heat and a pleasing fragrance to the garments. We thus concluded that while incorporating variable volume and variable spinning speed tub integrated with a drier and desalination system, the washing machine could meet the varieties of domestic requirements of the customers cost-effectively.

Keywords: Customer friendly washing machine, drier design, quick cloth cleaning, variable tub volume washing machine, variable spinning speed washing machine.

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1592 Search Engine Module in Voice Recognition Browser to Facilitate the Visually Impaired in Virtual Learning (MGSYS VISI-VL)

Authors: Nurulisma Ismail, Halimah Badioze Zaman

Abstract:

Nowadays, web-based technologies influence in people-s daily life such as in education, business and others. Therefore, many web developers are too eager to develop their web applications with fully animation graphics and forgetting its accessibility to its users. Their purpose is to make their web applications look impressive. Thus, this paper would highlight on the usability and accessibility of a voice recognition browser as a tool to facilitate the visually impaired and blind learners in accessing virtual learning environment. More specifically, the objectives of the study are (i) to explore the challenges faced by the visually impaired learners in accessing virtual learning environment (ii) to determine the suitable guidelines for developing a voice recognition browser that is accessible to the visually impaired. Furthermore, this study was prepared based on an observation conducted with the Malaysian visually impaired learners. Finally, the result of this study would underline on the development of an accessible voice recognition browser for the visually impaired.

Keywords: Accessibility, Usability, Virtual Learning, Visually Impaired, Voice Recognition.

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1591 Educational Values of Virtual Reality: The Case of Spatial Ability

Authors: Elinda Ai-Lim Lee, Kok Wai Wong, Chun Che Fung

Abstract:

The use of Virtual Reality (VR) in schools and higher education is proliferating. Due to its interactive and animated features, it is regarded as a promising technology to increase students- spatial ability. Spatial ability is assumed to have a prominent role in science and engineering domains. However, research concerning individual differences such as spatial ability in the context of VR is still at its infancy. Moreover, empirical studies that focus on the features of VR to improve spatial ability are to date rare. Thus, this paper explores the possible educational values of VR in relation to spatial ability to call for more research concerning spatial ability in the context of VR based on studies in computerbased learning. It is believed that the incorporation of state-of-the-art VR technology for educational purposes should be justified by the enhanced benefits for the target learners.

Keywords: Ability-as-compensator, ability-as-enhancer, spatialability, virtual reality.

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1590 Development of a Harvest Mechanism for the Kahramanmaraş Chili Pepper

Authors: O. E. Akay, E. Güzel, M. T. Özcan

Abstract:

The pepper has quite a rich variety. The development of a single harvesting machine for all kinds of peppers is a difficult research topic. By development of harvesting mechanisms, we could be able to facilitate the pepper harvesting problems. In this study, an experimental harvesting machine was designed for chili pepper. Four-bar mechanism was used for the design of the prototype harvesting machine. At the result of harvest trials, 80% of peppers were harvested and 8% foreign materials were collected. These results have provided some tips on how to apply to large-scale pepper Four-bar mechanism of the harvest machine.

Keywords: Kinematic simulation, four bar linkage, harvest mechanization, pepper harvest.

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1589 Research on Axial End Flux Leakage and Detent Force of Transverse Flux PM Linear Machine

Authors: W. R. Li, J. K. Xia, R. Q. Peng, Z. Y. Guo, L. Jiang

Abstract:

According to 3D magnetic circuit of the transverse flux PM linear machine, distribution law is presented, and analytical expression of axial end flux leakage is derived using numerical method. Maxwell stress tensor is used to solve detent force of mover. A 3D finite element model of the transverse flux PM machine is built to analyze the flux distribution and detent force. Experimental results of the prototype verified the validity of axial end flux leakage and detent force theoretical derivation, the research on axial end flux leakage and detent force provides a valuable reference to other types of linear machine.

Keywords: Transverse flux PM linear machine, flux distribution, axial end flux leakage, detent force.

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1588 Proposal of a Virtual Reality Dynamism Augmentation Method for Sports Spectating

Authors: Clara Hertzog, Sho Sakurai, Koichi Hirota, Takuya Nojima

Abstract:

It is common to see graphics appearing on television while watching a sports game to provide information, but it is less common to see graphics specifically aiming to boost spectators’ dynamism perception. It is even less common to see such graphics designed especially for virtual reality (VR). However, it appears that even with simple dynamic graphics, it would be possible to improve VR sports spectators’ experience. So, in this research, we explain how graphics can be used in VR to improve the dynamism of a broadcasted sports game and we provide a simple example. This example consists in a white halo displayed around the video and blinking according to the game speed. We hope to increase people’s awareness about VR sports spectating and the possibilities this display offers through dynamic graphics.

Keywords: Broadcasting, graphics, sports spectating, virtual reality.

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1587 Virtual Reality Models used on the Visualization of Construction Activities in Civil Engineering Education

Authors: Alcínia Z. Sampaio, Pedro G. Henriques

Abstract:

Three-dimensional geometric models have been used to present architectural and engineering works, showing their final configuration. When the clarification of a detail or the constitution of a construction step in needed, these models are not appropriate. They do not allow the observation of the construction progress of a building. Models that could present dynamically changes of the building geometry are a good support to the elaboration of projects. Techniques of geometric modeling and virtual reality were used to obtain models that could visually simulate the construction activity. The applications explain the construction work of a cavity wall and a bridge. These models allow the visualization of the physical progression of the work following a planned construction sequence, the observation of details of the form of every component of the works and support the study of the type and method of operation of the equipment applied in the construction. These models presented distinct advantage as educational aids in first-degree courses in Civil Engineering. The use of Virtual Reality techniques in the development of educational applications brings new perspectives to the teaching of subjects related to the field of civil construction.

Keywords: Education, Engineering, virtual reality, visualsimulation.

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1586 Selection of Wind Farms to Add Virtual Inertia Control to Assist the Power System Frequency Regulation

Authors: W. Du, X. Wang, Jun Cao, H. F. Wang

Abstract:

Due to the randomness and uncertainty of wind energy, modern power systems integrating large-scale wind generation will be significantly impacted in terms of system performance and technical challenges. System inertia with high wind penetration is decreasing when conventional thermal generators are gradually replaced by wind turbines, which do not naturally contribute to inertia response. The power imbalance caused by wind power or demand fluctuations leads to the instability of system frequency. Accordingly, the need to attach the supplementary virtual inertia control to wind farms (WFs) strongly arises. When multi-wind farms are connected to the grid simultaneously, the selection of which critical WFs to install the virtual inertia control is greatly important to enhance the stability of system frequency. By building the small signal model of wind power systems considering frequency regulation, the installation locations are identified by the geometric measures of the mode observability of WFs. In addition, this paper takes the impacts of grid topology and selection of feedback control signals into consideration. Finally, simulations are conducted on a multi-wind farms power system and the results demonstrate that the designed virtual inertia control method can effectively assist the frequency regulation.

Keywords: Frequency regulation, virtual inertia control, installation locations, observability, wind farms.

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1585 Investigating the Impact of Augmented and Virtual Reality on Learning in a Multivariable Calculus Classroom

Authors: Burcu Karabina, Lynn Long, Amanda Garcia

Abstract:

Augmented reality (AR) and virtual reality (VR) applications were offered as supplemental learning experiences to a second-year multivariable calculus class. A framework of research-informed best practices was used to guide selection and application of AR and VR learning technologies. Student feedback indicated that both AR and VR enhanced learning, both would be of value to future students, and learning may be most enhanced when AR and VR are used as complementary learning tools. The simpler technology, AR, was generally preferred, but for specific topics, students felt that the more immersive VR learning experience was especially beneficial. Immersion in the virtual learning environment minimized distractions, allowed students to feel more connected to their learning, and enhanced their ability to visualize and interact with 3D objects. Resolution of identified accessibility concerns could improve students’ overall experience with VR. Future research will explore ways to optimize the complementary effects of the two technologies. Application of research-informed framework of best practices was modelled throughout the study. Results and key resources informed revision and refinement of the framework.

Keywords: Accessibility, augmented reality, best practices, pedagogy, virtual reality.

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1584 Estimation of the Temperatures in an Asynchronous Machine Using Extended Kalman Filter

Authors: Yi Huang, Clemens Guehmann

Abstract:

In order to monitor the thermal behavior of an asynchronous machine with squirrel cage rotor, a 9th-order extended Kalman filter (EKF) algorithm is implemented to estimate the temperatures of the stator windings, the rotor cage and the stator core. The state-space equations of EKF are established based on the electrical, mechanical and the simplified thermal models of an asynchronous machine. The asynchronous machine with simplified thermal model in Dymola is compiled as DymolaBlock, a physical model in MATLAB/Simulink. The coolant air temperature, three-phase voltages and currents are exported from the physical model and are processed by EKF estimator as inputs. Compared to the temperatures exported from the physical model of the machine, three parts of temperatures can be estimated quite accurately by the EKF estimator. The online EKF estimator is independent from the machine control algorithm and can work under any speed and load condition if the stator current is nonzero current system.

Keywords: Asynchronous machine, extended Kalman filter, resistance, simulation, temperature estimation, thermal model.

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1583 The Multimedia Interactive Theatre by Virtual Means Regarding Computational Intelligence in Space Design as HCI and Samples from Turkey

Authors: Pelin Yildiz

Abstract:

The aim of this study is to emphasize the opportunities in space design under the aspect of HCI as performance areas. HCI is a multidisciplinary approach that could be identified in many different areas. The aesthetical reflections of HCI by virtual reality in space design are the high-tech solutions of the new innovations as computational facilities by artistic features. The method of this paper is to identify the subject in 3 main parts. In the first part a general approach and definition of interactivity on the basis of space design; in the second part the concept of multimedia interactive theater by some chosen samples from the world and interactive design aspects; in the third part the samples from Turkey will be identified by stage designing principles. In the results it could be declared that the multimedia database is the virtual approach of theatre stage designing regarding interactive means by computational facilities according to aesthetical aspects. HCI is mostly identified in theatre stages as computational intelligence under the affect of interactivity.

Keywords: Computational intelligence, interactive space, multimedia theatre, virtual reality.

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1582 Virtual Reality for Mutual Understanding in Landscape Planning

Authors: Ball J., Capanni N., Watt S.

Abstract:

This paper argues that fostering mutual understanding in landscape planning is as much about the planners educating stakeholder groups as the stakeholders educating the planners. In other words it is an epistemological agreement as to the meaning and nature of place, especially where an effort is made to go beyond the quantitative aspects, which can be achieved by the phenomenological experience of the Virtual Reality (VR) environment. This education needs to be a bi-directional process in which distance can be both temporal as well as spatial separation of participants, that there needs to be a common framework of understanding in which neither 'side' is disadvantaged during the process of information exchange and it follows that a medium such as VR offers an effective way of overcoming some of the shortcomings of traditional media by taking advantage of continuing technological advances in Information, Technology and Communications (ITC). In this paper we make particular reference to this as an extension to Geographical Information Systems (GIS). VR as a two-way communication tool offers considerable potential particularly in the area of Public Participation GIS (PPGIS). Information rich virtual environments that can operate over broadband networks are now possible and thus allow for the representation of large amounts of qualitative and quantitative information 'side-by-side'. Therefore, with broadband access becoming standard for households and enterprises alike, distributed virtual reality environments have great potential to contribute to enabling stakeholder participation and mutual learning within the planning context.

Keywords: 3D, communication, geographical information systems, planning, public participation, virtual reality, visualisation.

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1581 A Thai to English Machine Translation System Using Thai LFG Tree Structure as Interlingua

Authors: Tawee Chimsuk, Surapong Auwatanamongkol

Abstract:

Machine Translation (MT) between the Thai and English languages has been a challenging research topic in natural language processing. Most research has been done on English to Thai machine translation, but not the other way around. This paper presents a Thai to English Machine Translation System that translates a Thai sentence into interlingua of a Thai LFG tree using LFG grammar and a bottom up parser. The Thai LFG tree is then transformed into the corresponding English LFG tree by pattern matching and node transformation. Finally, an equivalent English sentence is created using structural information prescribed by the English LFG tree. Based on results of experiments designed to evaluate the performance of the proposed system, it can be stated that the system has been proven to be effective in providing a useful translation from Thai to English.

Keywords: Interlingua, LFG grammar, Machine translation, Pattern matching.

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1580 Virtualization Technology as a Tool for Teaching Computer Networks

Authors: Dalibor Dobrilovic, Borislav Odadžic

Abstract:

In this paper is being described a possible use of virtualization technology in teaching computer networks. The virtualization can be used as a suitable tool for creating virtual network laboratories, supplementing the real laboratories and network simulation software in teaching networking concepts. It will be given a short description of characteristic projects in the area of virtualization technology usage in network simulation, network experiments and engineering education. A method for implementing laboratory has also been explained, together with possible laboratory usage and design of laboratory exercises. At the end, the laboratory test results of virtual laboratory are presented as well.

Keywords: Computer network simulation software, teaching networking concepts, virtual network laboratory, virtualization technology.

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1579 Combination of Different Classifiers for Cardiac Arrhythmia Recognition

Authors: M. R. Homaeinezhad, E. Tavakkoli, M. Habibi, S. A. Atyabi, A. Ghaffari

Abstract:

This paper describes a new supervised fusion (hybrid) electrocardiogram (ECG) classification solution consisting of a new QRS complex geometrical feature extraction as well as a new version of the learning vector quantization (LVQ) classification algorithm aimed for overcoming the stability-plasticity dilemma. Toward this objective, after detection and delineation of the major events of ECG signal via an appropriate algorithm, each QRS region and also its corresponding discrete wavelet transform (DWT) are supposed as virtual images and each of them is divided into eight polar sectors. Then, the curve length of each excerpted segment is calculated and is used as the element of the feature space. To increase the robustness of the proposed classification algorithm versus noise, artifacts and arrhythmic outliers, a fusion structure consisting of five different classifiers namely as Support Vector Machine (SVM), Modified Learning Vector Quantization (MLVQ) and three Multi Layer Perceptron-Back Propagation (MLP–BP) neural networks with different topologies were designed and implemented. The new proposed algorithm was applied to all 48 MIT–BIH Arrhythmia Database records (within–record analysis) and the discrimination power of the classifier in isolation of different beat types of each record was assessed and as the result, the average accuracy value Acc=98.51% was obtained. Also, the proposed method was applied to 6 number of arrhythmias (Normal, LBBB, RBBB, PVC, APB, PB) belonging to 20 different records of the aforementioned database (between– record analysis) and the average value of Acc=95.6% was achieved. To evaluate performance quality of the new proposed hybrid learning machine, the obtained results were compared with similar peer– reviewed studies in this area.

Keywords: Feature Extraction, Curve Length Method, SupportVector Machine, Learning Vector Quantization, Multi Layer Perceptron, Fusion (Hybrid) Classification, Arrhythmia Classification, Supervised Learning Machine.

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1578 Failure Analysis and Fatigue Life Estimation of a Shaft of a Rotary Draw Bending Machine

Authors: B. Engel, Sara Salman Hassan Al-Maeeni

Abstract:

Human consumption of the Earth's resources increases the need for a sustainable development as an important ecological, social, and economic theme. Re-engineering of machine tools, in terms of design and failure analysis, is defined as steps performed on an obsolete machine to return it to a new machine with the warranty that matches the customer requirement. To understand the future fatigue behavior of the used machine components, it is important to investigate the possible causes of machine parts failure through design, surface, and material inspections. In this study, the failure modes of the shaft of the rotary draw bending machine are inspected. Furthermore, stress and deflection analysis of the shaft subjected to combined torsion and bending loads are carried out by an analytical method and compared with a finite element analysis method. The theoretical fatigue strength, correction factors, and fatigue life sustained by the shaft before damaged are estimated by creating a stress-cycle (S-N) diagram. In conclusion, it is seen that the shaft can work in the second life, but it needs some surface treatments to increase the reliability and fatigue life.

Keywords: Failure analysis, fatigue life, FEM analysis, shaft, stress analysis.

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1577 Virtual Routing Function Allocation Method for Minimizing Total Network Power Consumption

Authors: Kenichiro Hida, Shin-Ichi Kuribayashi

Abstract:

In a conventional network, most network devices, such as routers, are dedicated devices that do not have much variation in capacity. In recent years, a new concept of network functions virtualisation (NFV) has come into use. The intention is to implement a variety of network functions with software on general-purpose servers and this allows the network operator to select their capacities and locations without any constraints. This paper focuses on the allocation of NFV-based routing functions which are one of critical network functions, and presents the virtual routing function allocation algorithm that minimizes the total power consumption. In addition, this study presents the useful allocation policy of virtual routing functions, based on an evaluation with a ladder-shaped network model. This policy takes the ratio of the power consumption of a routing function to that of a circuit and traffic distribution between areas into consideration. Furthermore, the present paper shows that there are cases where the use of NFV-based routing functions makes it possible to reduce the total power consumption dramatically, in comparison to a conventional network, in which it is not economically viable to distribute small-capacity routing functions.

Keywords: Virtual routing function, NFV, resource allocation, minimum power consumption.

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1576 Kinematics and Control System Design of Manipulators for a Humanoid Robot

Authors: S. Parasuraman

Abstract:

In this work, a new approach is proposed to control the manipulators for Humanoid robot. The kinematics of the manipulators in terms of joint positions, velocity, acceleration and torque of each joint is computed using the Denavit Hardenberg (D-H) notations. These variables are used to design the manipulator control system, which has been proposed in this work. In view of supporting the development of a controller, a simulation of the manipulator is designed for Humanoid robot. This simulation is developed through the use of the Virtual Reality Toolbox and Simulink in Matlab. The Virtual Reality Toolbox in Matlab provides the interfacing and controls to an environment which is developed based on the Virtual Reality Modeling Language (VRML). Chains of bones were used to represent the robot.

Keywords: Mobile robot, Robot Kinematics, Robot Navigation, MATLAB.

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1575 MLOps Scaling Machine Learning Lifecycle in an Industrial Setting

Authors: Yizhen Zhao, Adam S. Z. Belloum, Gonc¸alo Maia da Costa, Zhiming Zhao

Abstract:

Machine learning has evolved from an area of academic research to a real-world applied field. This change comes with challenges, gaps and differences exist between common practices in academic environments and the ones in production environments. Following continuous integration, development and delivery practices in software engineering, similar trends have happened in machine learning (ML) systems, called MLOps. In this paper we propose a framework that helps to streamline and introduce best practices that facilitate the ML lifecycle in an industrial setting. This framework can be used as a template that can be customized to implement various machine learning experiments. The proposed framework is modular and can be recomposed to be adapted to various use cases (e.g. data versioning, remote training on Cloud). The framework inherits practices from DevOps and introduces other practices that are unique to the machine learning system (e.g.data versioning). Our MLOps practices automate the entire machine learning lifecycle, bridge the gap between development and operation.

Keywords: Cloud computing, continuous development, data versioning, DevOps, industrial setting, MLOps, machine learning.

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1574 Individual Differences and Paired Learning in Virtual Environments

Authors: Patricia M. Boechler, Heather M. Gautreau

Abstract:

In this research study, postsecondary students completed an information learning task in an avatar-based 3D virtual learning environment. Three factors were of interest in relation to learning; 1) the influence of collaborative vs. independent conditions, 2) the influence of the spatial arrangement of the virtual environment (linear, random and clustered), and 3) the relationship of individual differences such as spatial skill, general computer experience and video game experience to learning. Students completed pretest measures of prior computer experience and prior spatial skill. Following the premeasure administration, students were given instruction to move through the virtual environment and study all the material within 10 information stations. In the collaborative condition, students proceeded in randomly assigned pairs, while in the independent condition they proceeded alone. After this learning phase, all students individually completed a multiple choice test to determine information retention. The overall results indicated that students in pairs did not perform any better or worse than independent students. As far as individual differences, only spatial ability predicted the performance of students. General computer experience and video game experience did not. Taking a closer look at the pairs and spatial ability, comparisons were made on pairs high/matched spatial ability, pairs low/matched spatial ability and pairs that were mismatched on spatial ability. The results showed that both high/matched pairs and mismatched pairs outperformed low/matched pairs. That is, if a pair had even one individual with strong spatial ability they would perform better than pairs with only low spatial ability individuals. This suggests that, in virtual environments, the specific individuals that are paired together are important for performance outcomes. The paper also includes a discussion of trends within the data that have implications for virtual environment education.

Keywords: Avatar-based, virtual environment, paired learning, individual differences.

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1573 Simulation Method for Determining the Thermally Induced Displacement of Machine Tools – Experimental Validation and Utilization in the Design Process

Authors: G. Kehl, P. Wagner

Abstract:

A novel simulation method to determine the displacements of machine tools due to thermal factors is presented. The specific characteristic of this method is the employment of original CAD data from the design process chain, which is interpreted by an algorithm in terms of geometry-based allocation of convection and radiation parameters. Furthermore analogous models relating to the thermal behaviour of machine elements are automatically implemented, which were gained by extensive experimental testing with thermography imaging. With this a transient simulation of the thermal field and in series of the displacement of the machine tool is possible simultaneously during the design phase. This method was implemented and is already used industrially in the design of machining centres in order to improve the quality of herewith manufactured workpieces.

Keywords: Accuracy, design process, finite element analysis, machine tools, thermal simulation.

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1572 The Strategy of Creating a Virtual Interactive Platform for the Low-Carbon Open Innovations Relay

Authors: Mykola S. Shestavin

Abstract:

A strategy for the creation of a Virtual Interactive Platform (or Networking Platform) to combine the four web-baseness of expert systems on the transfer and diffusion of low-carbon technologies. It used the concept of “Open Innovation” and “Triple Helix” with regard to theories of “Green Growth” and “Carbon Footprint”. Interpreters expert systems operate on the basis of models of the “Predator-Prey” for the process of transfer and diffusion of technologies, taking into account the features caused by the need to mitigate the effects of climate change.

Keywords: Climate Change, Expert Systems, Low-Carbon Technology, Open Innovation, Virtual Interactive Platform.

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