8,899 research outputs found

    Deep Space Network information system architecture study

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    The purpose of this article is to describe an architecture for the Deep Space Network (DSN) information system in the years 2000-2010 and to provide guidelines for its evolution during the 1990s. The study scope is defined to be from the front-end areas at the antennas to the end users (spacecraft teams, principal investigators, archival storage systems, and non-NASA partners). The architectural vision provides guidance for major DSN implementation efforts during the next decade. A strong motivation for the study is an expected dramatic improvement in information-systems technologies, such as the following: computer processing, automation technology (including knowledge-based systems), networking and data transport, software and hardware engineering, and human-interface technology. The proposed Ground Information System has the following major features: unified architecture from the front-end area to the end user; open-systems standards to achieve interoperability; DSN production of level 0 data; delivery of level 0 data from the Deep Space Communications Complex, if desired; dedicated telemetry processors for each receiver; security against unauthorized access and errors; and highly automated monitor and control

    Visualization and Human-Machine Interaction

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    The digital age offers a lot of challenges in the eld of visualization. Visual imagery has been effectively used to communicate messages through the ages, to express both abstract and concrete ideas. Today, visualization has ever-expanding applications in science, engineering, education, medicine, entertainment and many other areas. Different areas of research contribute to the innovation in the eld of interactive visualization, such as data science, visual technology, Internet of things and many more. Among them, two areas of renowned importance are Augmented Reality and Visual Analytics. This thesis presents my research in the fields of visualization and human-machine interaction. The purpose of the proposed work is to investigate existing solutions in the area of Augmented Reality (AR) for maintenance. A smaller section of this thesis presents a minor research project on an equally important theme, Visual Analytics. Overall, the main goal is to identify the most important existing problems and then design and develop innovative solutions to address them. The maintenance application domain has been chosen since it is historically one of the first fields of application for Augmented Reality and it offers all the most common and important challenges that AR can arise, as described in chapter 2. Since one of the main problem in AR application deployment is reconfigurability of the application, a framework has been designed and developed that allows the user to create, deploy and update in real-time AR applications. Furthermore, the research focused on the problems related to hand-free interaction, thus investigating the area of speech-recognition interfaces and designing innovative solutions to address the problems of intuitiveness and robustness of the interface. On the other hand, the area of Visual Analytics has been investigated: among the different areas of research, multidimensional data visualization, similarly to AR, poses specific problems related to the interaction between the user and the machine. An analysis of the existing solutions has been carried out in order to identify their limitations and to point out possible improvements. Since this analysis delineates the scatterplot as a renowned visualization tool worthy of further research, different techniques for adapting its usage to multidimensional data are analyzed. A multidimensional scatterplot has been designed and developed in order to perform a comparison with another multidimensional visualization tool, the ScatterDice. The first chapters of my thesis describe my investigations in the area of Augmented Reality for maintenance. Chapter 1 provides definitions for the most important terms and an introduction to AR. The second chapter focuses on maintenance, depicting the motivations that led to choose this application domain. Moreover, the analysis concerning open problems and related works is described along with the methodology adopted to design and develop the proposed solutions. The third chapter illustrates how the adopted methodology has been applied in order to assess the problems described in the previous one. Chapter 4 describes the methodology adopted to carry out the tests and outlines the experimental results, whereas the fifth chapter illustrates the conclusions and points out possible future developments. Chapter 6 describes the analysis and research work performed in the eld of Visual Analytics, more specifically on multidimensional data visualizations. Overall, this thesis illustrates how the proposed solutions address common problems of visualization and human-machine interaction, such as interface de- sign, robustness of the interface and acceptance of new technology, whereas other problems are related to the specific research domain, such as pose tracking and reconfigurability of the procedure for the AR domain

    Optimal pseudorandom sequence selection for online c-VEP based BCI control applications

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    <div><p>Background</p><p>In a c-VEP BCI setting, test subjects can have highly varying performances when different pseudorandom sequences are applied as stimulus, and ideally, multiple codes should be supported. On the other hand, repeating the experiment with many different pseudorandom sequences is a laborious process.</p><p>Aims</p><p>This study aimed to suggest an efficient method for choosing the optimal stimulus sequence based on a fast test and simple measures to increase the performance and minimize the time consumption for research trials.</p><p>Methods</p><p>A total of 21 healthy subjects were included in an online wheelchair control task and completed the same task using stimuli based on the m-code, the gold-code, and the Barker-code. Correct/incorrect identification and time consumption were obtained for each identification. Subject-specific templates were characterized and used in a forward-step first-order model to predict the chance of completion and accuracy score.</p><p>Results</p><p>No specific pseudorandom sequence showed superior accuracy on the group basis. When isolating the individual performances with the highest accuracy, time consumption per identification was not significantly increased. The Accuracy Score aids in predicting what pseudorandom sequence will lead to the best performance using only the templates. The Accuracy Score was higher when the template resembled a delta function the most and when repeated templates were consistent. For completion prediction, only the shape of the template was a significant predictor.</p><p>Conclusions</p><p>The simple and fast method presented in this study as the Accuracy Score, allows c-VEP based BCI systems to support multiple pseudorandom sequences without increase in trial length. This allows for more personalized BCI systems with better performance to be tested without increased costs.</p></div

    Performance assessment in brain-computer interface-based augmentative and alternative communication

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    Abstract A large number of incommensurable metrics are currently used to report the performance of brain-computer interfaces (BCI) used for augmentative and alterative communication (AAC). The lack of standard metrics precludes the comparison of different BCI-based AAC systems, hindering rapid growth and development of this technology. This paper presents a review of the metrics that have been used to report performance of BCIs used for AAC from January 2005 to January 2012. We distinguish between Level 1 metrics used to report performance at the output of the BCI Control Module, which translates brain signals into logical control output, and Level 2 metrics at the Selection Enhancement Module, which translates logical control to semantic control. We recommend that: (1) the commensurate metrics Mutual Information or Information Transfer Rate (ITR) be used to report Level 1 BCI performance, as these metrics represent information throughput, which is of interest in BCIs for AAC; 2) the BCI-Utility metric be used to report Level 2 BCI performance, as it is capable of handling all current methods of improving BCI performance; (3) these metrics should be supplemented by information specific to each unique BCI configuration; and (4) studies involving Selection Enhancement Modules should report performance at both Level 1 and Level 2 in the BCI system. Following these recommendations will enable efficient comparison between both BCI Control and Selection Enhancement Modules, accelerating research and development of BCI-based AAC systems.http://deepblue.lib.umich.edu/bitstream/2027.42/115465/1/12938_2012_Article_658.pd

    Adaptive Cognitive Interaction Systems

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    Adaptive kognitive Interaktionssysteme beobachten und modellieren den Zustand ihres Benutzers und passen das Systemverhalten entsprechend an. Ein solches System besteht aus drei Komponenten: Dem empirischen kognitiven Modell, dem komputationalen kognitiven Modell und dem adaptiven Interaktionsmanager. Die vorliegende Arbeit enthält zahlreiche Beiträge zur Entwicklung dieser Komponenten sowie zu deren Kombination. Die Ergebnisse werden in zahlreichen Benutzerstudien validiert
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