691 research outputs found

    A solid state spin-wave quantum memory for time-bin qubits

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    We demonstrate the first solid-state spin-wave optical quantum memory with on-demand read-out. Using the full atomic frequency comb scheme in a \PrYSO crystal, we store weak coherent pulses at the single-photon level with a signal to noise ratio >10> 10. Narrow-band spectral filtering based on spectral hole burning in a second \PrYSO crystal is used to filter out the excess noise created by control pulses to reach an unconditional noise level of (2.0±0.3)×103(2.0 \pm 0.3) \times10^{-3} photons per pulse. We also report spin-wave storage of photonic time-bin qubits with conditional fidelities higher than a measure and prepare strategy, demonstrating that the spin-wave memory operates in the quantum regime. This makes our device the first demonstration of a quantum memory for time-bin qubits, with on demand read-out of the stored quantum information. These results represent an important step for the use of solid-state quantum memories in scalable quantum networks.Comment: 10 pages, 10 figure

    Feedback control of electrical stimulation electrode arrays

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    Electrical stimulation electrode arrays are an emerging technology that enables muscles to be artificially contracted through the activation of their associated motor neurons. A principal application of electrical stimulation is to assist human motion for orthotic or therapeutic purposes. This paper develops a framework for the design of model-based electrode array feedback controllers that balance joint angle tracking performance with the degree of disturbance and modeling mismatch that can exist in the true underlying biomechanical system. This framework is used to develop a simplified control design procedure that is suitable for application in a clinical setting. Experimental results evaluate the feasibility of the control design approach through tests on ten participants using both fabric and polycarbonate electrode arrays

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    Combining electrical stimulation mediated by iterative learning control with movement practice using real objects and simulated tasks for post-stroke upper extremity rehabilitation.

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    Objective: Task specific training and Electrical Stimulation (ES) are techniques used in rehabilitation of the upper extremity post stroke. This study describes the feasibility of using a rehabilitation system that combines personalised, precisely controlled levels of ES to the anterior deltoid, triceps and finger and wrist extensors during goal-oriented activity utilising real objects from daily life. Materials and Methods:Four chronic stroke participants undertook seventeen intervention sessions, each of one hour duration. During each session, particpants performed goal -orientated tasks while Iterative learning control (ILC) updated the ESsignal applied to each muscle group. The update was based on the difference between the ideal and actual movement in the previous attempt at the task, measured using Microsoft Kinect and PrimeSense sensors. The control system applied the minimum amount of ES required with a view to facilitating success at each given task while maximising voluntary effort. Results: Preliminary results demonstrate that ES mediated by ILC resulted in a statistically significant improvement in range of movement in all four joint angles studied (shoulder flexion; elbow, wrist and index finger extension) over 17 intervention sessions. Additionally, participants required signficantly less extrinsic support for each task. The tasks and system is described and initial intervention data are reported. Discussion: The feasibility of using this system for assisting upper limb movement has been demonstrated. A large scale pilot RCT is now required

    Effects of drinking water treatment sludge on crop quality of zea mays L.

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    This research was conducted to evaluate effects of drinking water treatment sludge on crop quality. In this trial Zea mays L. (pioneer 32 w 86) was used, and the research was planned according to random blocks sampling design with three replicates. Increased amount of sludge, as of 0, 1, 2, 3, 4 t da-1, was applied on blocks. Zea mays L. seeds were sewed between rows within a distance of 65 cm, and on rows within a distance of 25 cm. Blocks were irrigated to stimulate germination during dry conditions. When the numbers of leaves were reached 8, 10 kg da-1 of N fertilizer was applied. Plant length, first corncob height, corncob length, corncob diameter and number of corncob were observed and measured using randomly selected 10 plants from each block. As a result, the highest plant length, 206.97 cm, was found on blocks of control. The lowest plant length 189.76 cm was found on blocks with 1 t da-1. The highest first corncob height, 85.62 cm, was found on blocks with 1 t da-1 sludge applied. The lowest first corncob height, 82.09 cm, was found on blocks with 4 t da-1 sludge applied. Average of the highest corncob number 1.23 was found on blocks with 4 t da-1 sludge applied. Average of the lowest corncob number 1.03 was found on blocks with 1 t da-1 sludge applied. The highest corncob length 22.08 cm was found on blocks with 2 t da-1 sludge applied. The lowest corncob length 19.94 cm was found on blocks with 3 t da-1 sludge applied. The highest corncob diameter 4.15 cm was found on blocks with 0 t da-1 sludge applied. The lowest corncob diameter 3.86 cm was found on blocks with 1 t da-1 sludge applied

    Psychometric validation of the Turkish nine-item Internet Gaming Disorder Scale–Short Form (IGDS9-SF)

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    The main aims of the current study were to test the factor structure, reliability and validity of the nine-item Internet Gaming Disorder Scale-Short Form (IGDS9- SF), a standardized measure to assess symptoms and prevalence of Internet Gaming Disorder (IGD). In the present study participants were assessed with the IGDS9-SF, nine-item Internet Gaming Disorder Scale (IGDS) and the Young's Internet Addiction Test-Short Form (YIAT-SF). Confirmatory factor analyses demonstrated that the factor structure (i.e., the dimensional structure) of the IGDS9-SF was satisfactory. The scale was also reliable (i.e., internally consistent with a Cronbach's alpha of 0.89) and showed adequate convergent and criterion-related validity, as indicated by statistically significant positive correlations between average time daily spent playing games during last year, IGDS and YIAT-SF scores. By applying the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) threshold for diagnosing IGD (e.g., endorsing at least five criteria), it was found that the prevalence of disordered gamers ranged from 0.96% (whole sample) to 2.57% (e-sports players). These findings support the Turkish version of the IGDS9-SF as a valid and reliable tool for determining the extent of IGD-related problems among young adults and for the purposes of early IGD diagnosis in clinical settings and similar research

    Spor Bilimlerinde Hareket Yakalama Teknolojisi: Kinect ile Üç Boyutlu Sanal Spor Platformu

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    Düzenli spor yapmanın yaşam ve sağlık kalitesi için yararlı olduğu kabul edilmektedir. Fakat düzenli spor yapma olanaklarının özellikle gelişmekte olan ülkelerde yeterince yaygınlaşmadığı gözlenmektedir. İnternet ve Kinect gibi güncel ve gelişmiş teknolojilerin sağladığı olanaklar ile, spor yapamayanlara fiziksel olarak aynı ortamda bulunmaksızın, sanal eğitmen kontrolünde spor yapabilme olanağı sunmanın alternatif bir çözüm yaratabileceği düşünülmektedir. Bu doğrultudaki çalışmalarla, Kinect üç boyutlu sanal spor platformu tasarlanıp geliştirilmiştir. Geliştirilen platformun özellikleri, yeni teknolojilerin avantajlarının kullanıldığı platformlar ile alternatif spor yapma olanakları gözden geçirilmektedirRegular sports activity is considered to be beneficial for life quality and health. On the other hand, regular sporting opportunities are not widespread, especially in developing countries. It may be possible to provide an alternative solution for physical activity in the control of a virtual instructor, without being physically in the same place, thanks to the facilities provided by technologies such as Internet and Kinect. In this respect, the three dimensional virtual sports platform Kinect was designed and developed. The different features of the platform are described, and the advantages of new technology achievement and possibilities of alternative sports practice are give

    ISR3: Communication and Data Storage for an Unmanned Ground Vehicle*

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    Computer vision researchers working in mobile robotics and other real-time domains are forced to con- front issues not normally addressed in the computer vision literature. Among these are communication, or how to get data from one process to another, data storage and retrieval, primarily for transient, image- based data, and database management, for maps, ob- ject models and other permanent (typically 3D) data. This paper reviews eorts at CMU, SRI and UMass to build real-time computer vision systems for mobile robotics, and presents a new tool, called ISR3, for com- munication, data storage/retrieval and database man- agement on the UMass Mobile Perception Laboratory (MPL), a NAVLAB-like autonomous vehicle

    Transport Phenomena at a Critical Point -- Thermal Conduction in the Creutz Cellular Automaton --

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    Nature of energy transport around a critical point is studied in the Creutz cellular automaton. Fourier heat law is confirmed to hold in this model by a direct measurement of heat flow under a temperature gradient. The thermal conductivity is carefully investigated near the phase transition by the use of the Kubo formula. As the result, the thermal conductivity is found to take a finite value at the critical point contrary to some previous works. Equal-time correlation of the heat flow is also analyzed by a mean-field type approximation to investigate the temperature dependence of thermal conductivity. A variant of the Creutz cellular automaton called the Q2R is also investigated and similar results are obtained.Comment: 27 pages including 14figure
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