175 research outputs found

    Kiosk for do-it-yourself express business card machine

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    Graduate Internship Report - Thomas Downey High School

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    This internship/project report includes validation documents required in meeting the quality criteria for secondary-level programs of instruction in agriculture. The documents are concurrently used for the Agriculture Incentive Grant review process at Thomas Downey High School conducted by representatives of the California Department of Education. The internship included the development of a garden area space to be utilized for Supervised Agriculture Experience projects

    Minutes of a Regular Meeting, The University of Oklahoma Board of Regents, May 9-10, 2002

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    27984-2809

    Voice Command Controller

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    Signal processing technology has been strongly developed and it has attracted interest from scientists and engineers around the world from the last decade. Speech synthesis and speech recognition are particular topic in the field that have been widely used and developed in many different area such as business, controlling, education and entertainment. The project\u27s main objective is to study and develop an application program with the Speech SDK through design and implementation of Tele-Control system based on the commercial product of National Semiconductor: Carrier-Current Transceiver (LM 1893) and Speech development kit (Speech SDK4.0) from Microsoft Corporation. The project is suitable to be used in restricted areas where space, wiring, decoration and signal interference are issues of concerned. Speech SDK is an interesting and useful tool in helping develop a Voice application programs. In this project, the user can use voice command interact with the control program to control a remote device. In conjunction with hardware modification, extra function can be added to the program such as controlling camera, video capture and position control buttons on the environment map, the project will be suitable for security purposes

    Integrated Method of Analysis and Visualization Based on HLA and Its Application to Collaborative Simulation in Shipbuilding

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    학위논문 (석사)-- 서울대학교 대학원 : 조선해양공학과, 2016. 2. 노명일.During ship construction and offshore installation, more than two cranes are required in many cases. Even using one crane, some signalmen also need to assist the crane operator. And it is noticeable that the probability of accidents is considerably high due to operators collaboration. In order to prevent potential risks and ensure safety of operation process, simulation technology is widely applied. In this study, collaborative simulation is developed which allows several workers to conduct the same operation simultaneously in visual environment and then investigate potential safety risks. The current study can be summarized into four parts. Firstly, in order to describe the crane and block as real as possible, and make it as working in the actual operation site, VR (virtual reality) technology that could improve the sense of reality and immersion is studied. Secondly, because the cranes and block in virtual environment should move like a real movement, research on physics analysis technology based on multibody system dynamic has been done. Thirdly, to control the cranes in the simulation, workers who operate the crane need a controller. Therefore, a scenario generator is developed which can convert the signals from the controllers to the input datum for VR and analysis. Finally, in order to effectively integrate the VR technology, multibody dynamic system technology and controller as well as consider of interoperability and reuse, this study proposes an integrated simulation interface based on the High Level Architecture. This study utilizes developed collaborative simulation, which can be applied in simulating block turn-over (rotating 90 or 180 degrees) operation and topside module installation. Each simulation allows four operators to operate under the same virtual environment simultaneously and during this process, some danger may occur due to operators mistakes. This study makes contributions in simulating potential outcomes caused by operators operations, and collecting detailed data for further investigation. This study can be applied in ensuring safety in complicated scenarios, training operators and many other aspects.1. Introduction 1 1.1. Background of this study 1 1.2. Four technologies for collaborative simulation 4 1.3. Related works 6 1.3.1. Summary of the realted works and this study 11 1.4. Overview of this study 12 2. Analysis based on multibody system dynamic 14 2.1. Introduction to multibody system 14 2.2. Configuration for the implementation of physics-based analysis program 16 2.2.1. Multibody system dynamics kernel 17 2.2.2. Force calculation kernel 17 2.2.3. Numerical analysis kernel 18 2.2.4. Hybrid DEVS/DTSS kernel 19 2.2.5. Scenario management kernel 19 2.2.6. Collision detection kernel 20 2.3. Procedure for solving equations of motion in physics-based analysis program 21 2.4. Modeling method in physics-based analysis program 22 3. Visualization for virtual reality 24 3.1. Introduction to virtual reality 24 3.2. Modeling method of virtual reality 26 4. Controller for interactive user input 27 4.1. Hardware parameters 27 4.1.1. Joystick 27 4.1.2. Head mounted display 28 4.2. Controller for scenario generation 29 5. Integrated simulation interface based on high level architecture 31 5.1. Necessity of HLA 31 5.2. Technical overview of HLA 34 5.2.1. Interoperability and reuse 34 5.2.2. Important concepts of HLA 35 5.2.3. HLA components 35 5.2.4. Management areas of RTI 37 5.3. Runtime infrastructure (RTI) 40 5.3.1. Process for selecting RTI 40 5.3.2. RACoN 40 5.3.3. Simulation Generator (SimGe) 40 5.3.4. Portico 41 5.4. Case study: chat federate application 43 5.4.1. Object model 44 5.4.2. The class structure 46 5.4.3. Implementation 47 5.4.4. Portico RTI initialization data 48 5.5. Framework of collaborative simulation 49 5.6. Integrated method of analysis, VR and controller 51 5.6.1. FOM design for block lifting example 51 5.6.2. Adapter design for block lifting example 52 5.6.3. Data transform procedure by using integrated simulation interface 53 6. Application examples of collaborative simulation in shipbuilding and offshore installation 54 6.1. Application to Block turn-over operation 56 6.1.1. Introduction to block turn-over operation 56 6.1.2. Collaborative simulation for block turn-over operation 58 6.1.3. Simulation components for block turn-over operation 59 6.1.4. Modeling result for analysis 60 6.1.5. Modeling result for VR 61 6.1.6. Inputs and outputs of simulation components 63 6.1.7. Data transform procedure by using integrated simulation interface 64 6.1.8. Prototype simulator based on the integrated simulation interface 69 6.1.9. Collaborative simulation results of the prototype simulator 70 6.1.10. Discussion on collaborative simulation results (wire tension) 74 6.2. Application to Topside module installation 77 6.2.1. Introduction to topside module installation 77 6.2.2. Collaborative simulation for block turn-over operation 79 6.2.3. Simulation components for block turn-over operation 81 6.2.4. Modeling result for analysis 82 6.2.5. Modeling result for VR 83 6.2.6. Inputs and outputs of simulation components 85 6.2.7. Data transform procedure by using integrated simulation interface 86 6.2.8. Collaborative simulation results of the prototype simulator 91 6.2.9. Discussion on collaborative simulation results (wire tension) 94 7. Conclusions 97 References 99 APPENDICES 101 A. Implemented services of RACoN 102 B. Prerequisites for RACoN 109 C. Portico environment configuration 110 초록 111Maste

    Development of image processing and vision systems with industrial applications

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    Ph.DDOCTOR OF PHILOSOPH

    Understanding aesthetics in a virtual environment performance. A

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    The virtual performance is a form of art that simultaneously develops with information technology, as IT provides the flexibility to develop sophisticated design Systems for the artist. Moreover, the intrinsic relationship between art and technology is apparent from the concluding research results. This research aimed to investigate the aesthetical value of VEs performances. The purpose of the study was to confront the location of aesthe tics in VEs. The qualitative method was employed due to the attempt to control the investigated objective. Literature review was employed due to the necessity to understand the VEs aesthetic phenomena in their entirely for developing a complete picture of the research field. Case studies and observation were mainly used because of the type of research conducted. The resulting findings were taken into consideration or rejected through interviews with creators of virtual performances. The research took place in three stages. The first step was to determine the research aims and objectives. The second, was to design the research plan which was divided along three basic axes. The first refers to the historical review and development of visual arts in order to determine the characteristics of the investigated art form. The second axis was the comprehension of the aesthetics that are produced via the determined characteristics. More specifically, these are interactivity, the interrupted flow of information and the audience participation. The third stage was the attempt to identify the elements that characterise a virtual performance. How the artist can handle the interactive element and- create conditions of immersion for his audience. The manifesto of virtual performances was created through the course of research and the analysis of the findings that belong to the third stage, which also includes the data analysis. Another element that also emerged was of the audience's interaction with the performance's development. This element, is in itself a product of aesthetics that has a great influence on the progression pf the thought processes of the audiences that interact with a virtual performance. The creator requires a spectator that is an active participant in order to develop the performance's plot. This does not indicate that the creator can manipulate the audience as a tool because each spectator has his own thoughts and critical evaluations. The spectator simply handles and combines according to his choices the elements that the artist offers so that he can project and co-create the performance's plot. The more the spectator experiences virtual performances through his interaction, the more lie will gain knowledge and freedom which will result in virtual performances to offer a larger selection and more powerful experiences. Besides, this art form is still in its embryonic stage and its maturity promises even greater developments

    A study of advanced training technology: Emerging answers to tough questions

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