93,761 research outputs found

    Insights into dynamic tuning of magnetic-resonant wireless power transfer receivers based on switch-mode gyrators

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    Magnetic-resonant wireless power transfer (WPT) has become a reliable contactless source of power for a wide range of applications. WPT spans different power levels ranging from low-power implantable devices up to high-power electric vehicles (EV) battery charging. The transmission range and efficiency of WPT have been reasonably enhanced by resonating the transmitter and receiver coils at a common frequency. Nevertheless, matching between resonance in the transmitter and receiver is quite cumbersome, particularly in single-transmitter multi-receiver systems. The resonance frequency in transmitter and receiver tank circuits has to be perfectly matched, otherwise power transfer capability is greatly degraded. This paper discusses the mistuning effect of parallel-compensated receivers, and thereof a novel dynamic frequency tuning method and related circuit topology and control is proposed and characterized in the system application. The proposed method is based on the concept of switch-mode gyrator emulating variable lossless inductors oriented to enable self-tunability in WPT receiversPeer ReviewedPostprint (published version

    The virtual playground: an educational virtual reality environment for evaluating interactivity and conceptual learning

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    The research presented in this paper aims at investigating user interaction in immersive virtual learning environments (VLEs), focusing on the role and the effect of interactivity on conceptual learning. The goal has been to examine if the learning of young users improves through interacting in (i.e. exploring, reacting to, and acting upon) an immersive virtual environment (VE) compared to non interactive or non-immersive environments. Empirical work was carried out with more than 55 primary school students between the ages of 8 and 12, in different between-group experiments: an exploratory study, a pilot study, and a large-scale experiment. The latter was conducted in a virtual environment designed to simulate a playground. In this ‘Virtual Playground’, each participant was asked to complete a set of tasks designed to address arithmetical ‘fractions’ problems. Three different conditions, two experimental virtual reality (VR) conditions and a non-VR condition, that varied the levels of activity and interactivity, were designed to evaluate how children accomplish the various tasks. Pre-tests, post-tests, interviews, video, audio, and log files were collected for each participant, and analyzed both quantitatively and qualitatively. This paper presents a selection of case studies extracted from the qualitative analysis, which illustrate the variety of approaches taken by children in the VEs in response to visual cues and system feedback. Results suggest that the fully interactive VE aided children in problem solving but did not provide as strong evidence of conceptual change as expected; rather, it was the passive VR environment, where activity was guided by a virtual robot, that seemed to support student reflection and recall, leading to indications of conceptual change
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