108,866 research outputs found

    Human Arm simulation for interactive constrained environment design

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    During the conceptual and prototype design stage of an industrial product, it is crucial to take assembly/disassembly and maintenance operations in advance. A well-designed system should enable relatively easy access of operating manipulators in the constrained environment and reduce musculoskeletal disorder risks for those manual handling operations. Trajectory planning comes up as an important issue for those assembly and maintenance operations under a constrained environment, since it determines the accessibility and the other ergonomics issues, such as muscle effort and its related fatigue. In this paper, a customer-oriented interactive approach is proposed to partially solve ergonomic related issues encountered during the design stage under a constrained system for the operator's convenience. Based on a single objective optimization method, trajectory planning for different operators could be generated automatically. Meanwhile, a motion capture based method assists the operator to guide the trajectory planning interactively when either a local minimum is encountered within the single objective optimization or the operator prefers guiding the virtual human manually. Besides that, a physical engine is integrated into this approach to provide physically realistic simulation in real time manner, so that collision free path and related dynamic information could be computed to determine further muscle fatigue and accessibility of a product designComment: International Journal on Interactive Design and Manufacturing (IJIDeM) (2012) 1-12. arXiv admin note: substantial text overlap with arXiv:1012.432

    The minimum energy expenditure shortest path method

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    This article discusses the addition of an energy parameter to the shortest path execution process; namely, the energy expenditure by a character during execution of the path. Given a simple environment in which a character has the ability to perform actions related to locomotion, such as walking and stair stepping, current techniques execute the shortest path based on the length of the extracted root trajectory. However, actual humans acting in constrained environments do not plan only according to shortest path criterion, they conceptually measure the path that minimizes the amount of energy expenditure. On this basis, it seems that virtual characters should also execute their paths according to the minimization of actual energy expenditure as well. In this article, a simple method that uses a formula for computing vanadium dioxide (VO2VO_2) levels, which is a proxy for the energy expenditure by humans during various activities, is presented. The presented solution could be beneficial in any situation requiring a sophisticated perspective of the path-execution process. Moreover, it can be implemented in almost every path-planning method that has the ability to measure stepping actions or other actions of a virtual character

    Minimum-time trajectory generation for quadrotors in constrained environments

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    In this paper, we present a novel strategy to compute minimum-time trajectories for quadrotors in constrained environments. In particular, we consider the motion in a given flying region with obstacles and take into account the physical limitations of the vehicle. Instead of approaching the optimization problem in its standard time-parameterized formulation, the proposed strategy is based on an appealing re-formulation. Transverse coordinates, expressing the distance from a frame path, are used to parameterise the vehicle position and a spatial parameter is used as independent variable. This re-formulation allows us to (i) obtain a fixed horizon problem and (ii) easily formulate (fairly complex) position constraints. The effectiveness of the proposed strategy is proven by numerical computations on two different illustrative scenarios. Moreover, the optimal trajectory generated in the second scenario is experimentally executed with a real nano-quadrotor in order to show its feasibility.Comment: arXiv admin note: text overlap with arXiv:1702.0427

    Virtual Location-Based Services: Merging the Physical and Virtual World

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    Location-based services gained much popularity through providing users with helpful information with respect to their current location. The search and recommendation of nearby locations or places, and the navigation to a specific location are some of the most prominent location-based services. As a recent trend, virtual location-based services consider webpages or sites associated with a location as 'virtual locations' that online users can visit in spite of not being physically present at the location. The presence of links between virtual locations and the corresponding physical locations (e.g., geo-location information of a restaurant linked to its website), allows for novel types of services and applications which constitute virtual location-based services (VLBS). The quality and potential benefits of such services largely depends on the existence of websites referring to physical locations. In this paper, we investigate the usefulness of linking virtual and physical locations. For this, we analyze the presence and distribution of virtual locations, i.e., websites referring to places, for two Irish cities. Using simulated tracks based on a user movement model, we investigate how mobile users move through the Web as virtual space. Our results show that virtual locations are omnipresent in urban areas, and that the situation that a user is close to even several such locations at any time is rather the normal case instead of the exception

    Multi-layer virtual transport network design

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    Service overlay networks and network virtualization enable multiple overlay/virtual networks to run over a common physical network infrastructure. They are widely used to overcome deficiencies of the Internet (e.g., resiliency, security and QoS guarantees). However, most overlay/virtual networks are used for routing/tunneling purposes, and not for providing scoped transport flows (involving all mechanisms such as error and flow control, resource allocation, etc.), which can allow better network resource allocation and utilization. Most importantly, the design of overlay/virtual networks is mostly single-layered, and lacks dynamic scope management, which is important for application and network management. In response to these limitations, we propose a multi-layer approach to Virtual Transport Network (VTN) design. This design is a key part of VTN-based network management, where network management is done via managing various VTNs over different scopes (i.e., ranges of operation). Our simulation and experimental results show that our multi-layer approach to VTN design can achieve better performance compared to the traditional single-layer design used for overlay/virtual networks.This work has been partly supported by National Science Foundation awards: CNS-0963974 and CNS-1346688
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