73,430 research outputs found

    3-Dimensional simulation of multistage depressed collectors on microcomputers.

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    A three-dimensional (3-D) package for simulation of asymmetric and crossed-field multistage depressed collectors for microwave tubes has been developed. This package is based upon the 3-D finite-difference code KOBRA3-INP. The main features of the package are a user-friendly input interface, postprocessors for collector analysis and calculation of secondary electron trajectories, and versatile output graphics. Both PC and. mainframe versions of the package have been developed. The results of simple benchmark tests and those of simulation and analysis of asymmetric and crossed-field collectors including the effects of secondary electrons are presented. It is found that the asymmetric hyperbolic electric field collector shows very low backstreaming. It is shown that the representation of trajectories in energy space gives a better insight into the behavior of individual trajectories than plotting in coordinate-space. The package will be useful for designing novel types of depressed collector

    An intuitive control space for material appearance

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    Many different techniques for measuring material appearance have been proposed in the last few years. These have produced large public datasets, which have been used for accurate, data-driven appearance modeling. However, although these datasets have allowed us to reach an unprecedented level of realism in visual appearance, editing the captured data remains a challenge. In this paper, we present an intuitive control space for predictable editing of captured BRDF data, which allows for artistic creation of plausible novel material appearances, bypassing the difficulty of acquiring novel samples. We first synthesize novel materials, extending the existing MERL dataset up to 400 mathematically valid BRDFs. We then design a large-scale experiment, gathering 56,000 subjective ratings on the high-level perceptual attributes that best describe our extended dataset of materials. Using these ratings, we build and train networks of radial basis functions to act as functionals mapping the perceptual attributes to an underlying PCA-based representation of BRDFs. We show that our functionals are excellent predictors of the perceived attributes of appearance. Our control space enables many applications, including intuitive material editing of a wide range of visual properties, guidance for gamut mapping, analysis of the correlation between perceptual attributes, or novel appearance similarity metrics. Moreover, our methodology can be used to derive functionals applicable to classic analytic BRDF representations. We release our code and dataset publicly, in order to support and encourage further research in this direction

    Direct Manipulation-like Tools for Designing Intelligent Virtual Agents

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    If intelligent virtual agents are to become widely adopted it is vital that they can be designed using the user friendly graphical tools that are used in other areas of graphics. However, extending this sort of tool to autonomous, interactive behaviour, an area with more in common with artificial intelligence, is not trivial. This paper discusses the issues involved in creating user-friendly design tools for IVAs and proposes an extension of the direct manipulation methodology to IVAs. It also presents an initial implementation of this methodology

    Brook Auto: High-Level Certification-Friendly Programming for GPU-powered Automotive Systems

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    Modern automotive systems require increased performance to implement Advanced Driving Assistance Systems (ADAS). GPU-powered platforms are promising candidates for such computational tasks, however current low-level programming models challenge the accelerator software certification process, while they limit the hardware selection to a fraction of the available platforms. In this paper we present Brook Auto, a high-level programming language for automotive GPU systems which removes these limitations. We describe the challenges and solutions we faced in its implementation, as well as a complete evaluation in terms of performance and productivity, which shows the effectiveness of our method.This work has been partially supported by the Spanish Ministry of Science and Innovation under grant TIN2015-65316-P and the HiPEAC Network of Excellence.Peer ReviewedPostprint (author's final draft

    Blood Sugar, Your Pancreas, and Unicorns: The Development of Health Education Materials for Youth With Prediabetes

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    Background. The obesity epidemic has led to an increase in prediabetes in youth, causing a serious public health concern. Education on diabetes risk and initiation of lifestyle change are the primary treatment modalities. There are few existing age-appropriate health education tools to address diabetes prevention for high-risk youth. Aim. To develop an age-appropriate health education tool(s) to help youth better understand type 2 diabetes risk factors and the reversibility of risk. Method. Health education tool development took place in five phases: exploration, design, analysis, refinement, and process evaluation. Results. The project resulted in (1) booklet designed to increase knowledge of risk, (2) meme generator that mirrors the booklet graphics and allows youth to create their own meme based on their pancreas’ current mood, (3) environmental posters for clinic, and (4) brief self-assessment that acts as a conversation starter for the health educators. Conclusion. Patients reported high likability and satisfaction with the health education tools, with the majority of patients giving the materials an “A” rating. The process evaluation indicated a high level of fidelity and related measures regarding how the health education tools were intended to be used and how they were actually used in the clinic setting

    Our ten years of work on transparet box business simulation

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    Traditional business games are of the so-called black-box type (BBBS=Black box business simulator); that is to say, the internal structure which generates the results of the simulation after decision-making is not known. As a result, the player normally operates by trial and error and bases his decisions on the symptoms of the problem (the observed behaviors of the system's variables) and not on the real causes of the problem (the system's structure). Since 1988 José A.D. Machuca has insisted that the business games based on System Dynamics models should be Transparent-box business simulators (TBBSs). That means that, during the game, the user has access to the structure of the underlying model and is able to relate it to the observed behaviors. The hypothesis is that such transparency would facilitate causal reflection and favor systemic learning of business problems. In 1990, the G.I.D.E.A.O. Research Group took action on this idea and centered one of its lines of research on this matter, with three main objectives: a) Creation of TBBSs, b) Introduction of TBBSs in undergraduate and graduate Management courses as well as in executive training, c) Experimentation in controlled environments in order to test the hypothesis mentioned in the above paragraph. Now, ten years after the birth of the idea, we would like to share in this paper the results obtained during that period

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