17,462 research outputs found

    STOLAND

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    The STOLAND system includes air data, navigation, guidance, flight director (including a throttle flight director on the Augmentor Wing), 3-axis autopilot and autothrottle functions. The 3-axis autopilot and autothrottle control through parallel electric servos on both aircraft and on the augmentor wing, the system also interfaces with three electrohydraulic series actuators which drive the roll control surfaces, elevator and rudder. The system incorporates automatic configuration control of the flaps and nozzles on the augmentor wing and of the flaps on the Twin Otter. Interfaces are also provided to control the wing flap chokes on the Augmentor Wing and the spoilers on the Twin Otter. The STOLAND system has all the capabilities of a conventional integrated avionics system. Aircraft stabilization is provided in pitch, roll and yaw including control wheel steering in pitch and roll. The basic modes include altitude hold and select, indicated airspeed hold and select, flight path angle hold and select, and heading hold and select. The system can couple to TACAN and VOR/DME navaids for conventional radial flying

    A Domain-Specific Language and Editor for Parallel Particle Methods

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    Domain-specific languages (DSLs) are of increasing importance in scientific high-performance computing to reduce development costs, raise the level of abstraction and, thus, ease scientific programming. However, designing and implementing DSLs is not an easy task, as it requires knowledge of the application domain and experience in language engineering and compilers. Consequently, many DSLs follow a weak approach using macros or text generators, which lack many of the features that make a DSL a comfortable for programmers. Some of these features---e.g., syntax highlighting, type inference, error reporting, and code completion---are easily provided by language workbenches, which combine language engineering techniques and tools in a common ecosystem. In this paper, we present the Parallel Particle-Mesh Environment (PPME), a DSL and development environment for numerical simulations based on particle methods and hybrid particle-mesh methods. PPME uses the meta programming system (MPS), a projectional language workbench. PPME is the successor of the Parallel Particle-Mesh Language (PPML), a Fortran-based DSL that used conventional implementation strategies. We analyze and compare both languages and demonstrate how the programmer's experience can be improved using static analyses and projectional editing. Furthermore, we present an explicit domain model for particle abstractions and the first formal type system for particle methods.Comment: Submitted to ACM Transactions on Mathematical Software on Dec. 25, 201

    Asynchronous processing of Coq documents: from the kernel up to the user interface

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    The work described in this paper improves the reactivity of the Coq system by completely redesigning the way it processes a formal document. By subdividing such work into independent tasks the system can give precedence to the ones of immediate interest for the user and postpones the others. On the user side, a modern interface based on the PIDE middleware aggregates and present in a consistent way the output of the prover. Finally postponed tasks are processed exploiting modern, parallel, hardware to offer better scalability.Comment: in Proceedings of ITP, Aug 2015, Nanjing, Chin

    Augmented reality visualization and edition of cognitive workflow capturing

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    The aim of the COGNITO project is to design a personal assistance system, in which Augmented Reality (AR) is used to support users in task solving and manipulation of objects. Due to its sensing and learning capability, the COGNITO system automatically creates workflow references by observing a shown task in learning mode. After the workflow has been learnt, the system can be run in playback mode, in which it explains the previously learnt task to the operator. The system compares the user activity in real-time with the workflow reference and provides adequate feedback. This system is composed by four main modules. This paper focuses on the last module – the 3D graphics engine – which is the basis to the development of both the augmented and the virtual reality player. Additionally, it also presents the template of actions editor which is an editing tool that enables non-programmers and non-3D-experts to prepare and accompany the composition of visualizations for end-users

    Weather-driven interactive video

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    To build this weather-driven interactive video feature, one ingredient, was necessary to know the conditions of the environment of the user, to do so with greater accuracy, a simplified version of a weather station was made using an Arduino and some sensors to measure the environment, the weather of the user’s location. Another necessary element, was a tool that could use this collected data and convert it in a meaningful way to the user, contextualise the video content. A digital prototype was developed, combining the framework Processing and the data from the Arduino, that would present the user, the viewer with a video, story that would be contextualised to the user environment, current weather conditions. These videos were a set of 6 parallel stories, not simple weather effects but live video production, aiming to improve the connection with the users between the scene actions and their own environment. To evaluate the relationship between the video weather effects, its content and the user’s context, tests were made to measure the impact of this feature on the user experience, resulting in insights, that help to influence and enhance the user’s experience. Some suggest that, contextualising the video setting to the user’s current environment setting, might not be ideal, even detrimental while other might be beneficial to the user experience.Para construir este projeto de vídeo interativo orientado ao clima, era necessário saber as condições do ambiente em que o utilizador se encontrava e, para fazê-lo com maior precisão, foi construída uma versão simplificada de uma estação meteorológica usando um Arduino e alguns sensores, que fariam a medição do ambiente, da localização do usuário. Outro elemento necessário, era uma ferramenta que pudesse utilizar estes dados e convertê-los, de uma forma significativa para o utilizador, contextualizando o conteúdo do vídeo ao seu ambiente para enaltecer a sua experiência. Para tal, foi desenvolvido um protótipo digital, combinando o framework Processing e os dados do Arduino, que apresentaria ao espectador, um vídeo, uma história que seria contextualizada ao seu ambiente, às suas condições meteorológicas atuais. Estes vídeos são um conjunto de 6 histórias paralelas e não apenas simples vídeo com efeitos meteorológicos. São produção de vídeo ao vivo, com o objetivo de melhorar a conexão com os utilizadores, melhor a confecção entre as ações da cena e seu próprio ambiente, o do espetador. Para avaliar a relação entre os efeitos meteorológicos do vídeo, o seu conteúdo e o contexto do usuário, testes foram feitos para medir esse impacto na experiência do utilizador, resultando em percepções que ajudaram a influenciar e aprimorar a experiência do usuário. Estas descobertas sugerem que, contextualizar a configuração do vídeo com o ambiente atual do espectador, não será o ideal, poderá até mesmo ser prejudicial, enquanto os restantes cenários podem ser benéficos para a experiência do utilizador
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