50 research outputs found

    Visualization and Human-Machine Interaction

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    The digital age offers a lot of challenges in the eld of visualization. Visual imagery has been effectively used to communicate messages through the ages, to express both abstract and concrete ideas. Today, visualization has ever-expanding applications in science, engineering, education, medicine, entertainment and many other areas. Different areas of research contribute to the innovation in the eld of interactive visualization, such as data science, visual technology, Internet of things and many more. Among them, two areas of renowned importance are Augmented Reality and Visual Analytics. This thesis presents my research in the fields of visualization and human-machine interaction. The purpose of the proposed work is to investigate existing solutions in the area of Augmented Reality (AR) for maintenance. A smaller section of this thesis presents a minor research project on an equally important theme, Visual Analytics. Overall, the main goal is to identify the most important existing problems and then design and develop innovative solutions to address them. The maintenance application domain has been chosen since it is historically one of the first fields of application for Augmented Reality and it offers all the most common and important challenges that AR can arise, as described in chapter 2. Since one of the main problem in AR application deployment is reconfigurability of the application, a framework has been designed and developed that allows the user to create, deploy and update in real-time AR applications. Furthermore, the research focused on the problems related to hand-free interaction, thus investigating the area of speech-recognition interfaces and designing innovative solutions to address the problems of intuitiveness and robustness of the interface. On the other hand, the area of Visual Analytics has been investigated: among the different areas of research, multidimensional data visualization, similarly to AR, poses specific problems related to the interaction between the user and the machine. An analysis of the existing solutions has been carried out in order to identify their limitations and to point out possible improvements. Since this analysis delineates the scatterplot as a renowned visualization tool worthy of further research, different techniques for adapting its usage to multidimensional data are analyzed. A multidimensional scatterplot has been designed and developed in order to perform a comparison with another multidimensional visualization tool, the ScatterDice. The first chapters of my thesis describe my investigations in the area of Augmented Reality for maintenance. Chapter 1 provides definitions for the most important terms and an introduction to AR. The second chapter focuses on maintenance, depicting the motivations that led to choose this application domain. Moreover, the analysis concerning open problems and related works is described along with the methodology adopted to design and develop the proposed solutions. The third chapter illustrates how the adopted methodology has been applied in order to assess the problems described in the previous one. Chapter 4 describes the methodology adopted to carry out the tests and outlines the experimental results, whereas the fifth chapter illustrates the conclusions and points out possible future developments. Chapter 6 describes the analysis and research work performed in the eld of Visual Analytics, more specifically on multidimensional data visualizations. Overall, this thesis illustrates how the proposed solutions address common problems of visualization and human-machine interaction, such as interface de- sign, robustness of the interface and acceptance of new technology, whereas other problems are related to the specific research domain, such as pose tracking and reconfigurability of the procedure for the AR domain

    High-speed Analog-to-digital Converters For Modern Satellite Receivers: Design Verification Test And Sensitivity Analysis

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    Mixed-signal System-on-chip devices such as analog-to-digital converters (ADCs) have become increasingly prevalent in the semiconductor industry. Since the complexity and applications are different for each device, complex testing and characterization methods are required. Specifically, signal integrity in I/O interfaces requires that standard RF design and test techniques must be integrated into mixed signal processes. While such techniques may be difficult to implement, on-chip test-vehicles and RF circuitry offer the possibility of wireless approaches to chip testing. This would eliminate expensive wafer probing solution to verify the design of high-speed ADC functionality currently required for high-speed product evaluation. This thesis describes a new high-speed analog-to-digital converter test methodology. The target systems used on-chip digital de-multiplexing and clock distribution. A detail sequence of performance testing operations is presented. Digital outputs are post processed and fed into a computer-aided ADC performance characterization tool which is custom-developed in a MATLAB GUI. The problems of high sampling rate ADC testing are described. The test methodologies described reduce test costs and overcome many test hardware limitations. As our focus is on satellite receiver systems, we emphasize the measurement of inter-modulation distortion and effective resolution bandwidth. As a primary characterization component, Fourier analysis is used and we address the issue of sample window adjustment to eliminate spectral leakage and false spur generation. A 6-bit 800 MSamples/sec dual channel SiGe-based ADC is used as a target example and investigated on the corner lot process variations to determine the impact of process variations and the sensitivity of the ADCs to critical process parameter variations

    Potential of consumer EEG for real-time interactions in immersive VR

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    Abstract. Virtual reality is an active research subject and has received a lot of attention over the last few years. We have seen multiple commercial VR devices, each improving upon the last iteration become available to the wider public. In addition, interest in brain-computer interface (BCI) devices has increased rapidly. As these devices are becoming more affordable and easy to use, we are presented with more accessible options to measure brain activity. In this study, our aim is to combine these two technologies to enhance the interaction within a virtual environment. In this study we sought to facilitate interaction in VR by using EEG signals. The EEG signals were used to estimate the volume of focus. By applying this concept with VR, we designed two use cases for further exploration. The methods of interactions explored in the study were telekinesis and teleportation. Telekinesis seemed an applicable option for this study since it allows the utilization of the EEG while maintaining a captivating and engaging user experience. With teleportation, the goal was the exploration of different options for locomotion in VR. To test our solution, we built a test environment by using Unity engine. We also invited several participants to gain feedback on the usability and accuracy of our methodology. For evaluation, 13 study participants were divided into two different groups. The other group tested our actual solution for the estimation of the focus. However, the other group used randomized values for the same purpose. Some key differences between the test groups were identified. We were able to create a working prototype where the users could interact with the environment by using their EEG signals. With some improvements, this could be expanded to a more refined solution with a better user experience. There is a lot of potential in combining the use of human brain signals with virtual environments to both enrich the interaction and increase the immersion of virtual reality.Kuluttaja-EEG laitteiden potentiaali reaaliaikaiseen vuorovaikutukseen immersiivisessä virtuaalitodellisuudessa. Tiivistelmä. Virtuaalitodellisuus (VR) on aktiivisen tutkimuksen kohde ja varsinkin viime vuosina herättänyt paljon huomiota. VR-laseissa on tapahtunut huomattavaa kehitystä ja niitä on saatavilla yhä laajemmalle käyttäjäkunnalle. Lisäksi kiinnostus aivo-tietokone -rajapintoihin (BCI) on kiihtymässä. Koska aivokäyrää mittaavat laitteet ovat yhä edullisempia ja kehittymässä helppokäyttöisemmiksi, monia uusia menetelmiä aivosignaalin mittamiseksi on saatavilla. Tässä työssä tavoitteemme oli yhdistää nämä kaksi teknologiaa parantaaksemme vuorovaikutusta virtuaalitodellisuudessa. Tässä tutkimuksessa käytimme aivosähkökäyrää VR-käyttäjäkokemuksen kehittämiseksi. Tätä tekniikkaa hyödyntäen arvioimme käyttäjän keskittymistä. Tutkimusta varten valitsimme kaksi vuorovaikutustapaa. Nämä tutkittavat tavat ovat telekinesia sekä teleportaatio. Telekinesia on mielenkiintoinen tapa hyödyntää aivosähkökäyrää luoden samalla mukaansatempaavan käyttäjäkokemuksen. Teleportaation päämääränä oli löytää uudenlaisia liikkumistapoja VR:ssä. Tutkimustamme varten, suunnittelimme testiympäristön Unity-pelimoottorilla. Kokosimme joukon testaajia, joiden avulla arvioimme työmme käyttökelpoisuutta sekä tarkkuutta. Saadaksemme luotettavampia testituloksia, jaoimme 13 testaajaa kahteen eri ryhmään. Toinen ryhmistä testasi varsinaista toteutustamme ja toinen ryhmä käytti satunnaistettuja keskittymisarvoja. Löysimme ratkaisevia eroja näiden kahden testiryhmän välillä. Onnistuimme kehittämään toimivan prototyypin, jossa käyttäjät kykenivät interaktioon virtuaaliympäristössä hyödyntäen aivosähkökäyrää. Jatkokehitystä tekemällä käyttäjäkokemusta olisi mahdollista parantaa entisestään. Integraatio aivosensoreiden ja virtuaalitodellisuuden välillä huokuu potentiaalia ja tarjoaa mahdollisuuksia tehdä virtuaalimaailmasta yhä immersiivisemmän

    The design of active workspaces

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    Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2001.Includes bibliographical references (p. 89-93).This thesis investigates the creation of context-specific environments designed to assist people engaged in productive tasks. These Active Workspaces are an emerging class of applications that combine interaction design, innovative input and output techniques and multi-media coaching methodologies to teach people to create things in the physical domain. The design and implementation of two systems that exemplify the features, process and goals of Active Workspace design are detailed and evaluated. CounterActive is an interactive kitchen counter that guides users of varying age and skill level through the preparation of several recipes. CounterActive enlivens the experience of cooking with instructional videos, illustrative photos, entertaining music and sounds. Origami Desk is an exhibit that teaches people how to fold paper into beautiful boxes and cranes. The desk not only projects animations and videos for the user to mimic, but also monitors the folding of the paper to enable performance feedback. These project descriptions are accompanied by generalized principles for the design of Active Workspaces, process guidelines, and as well as analysis of relevant technologies and ruminations on possible future applications in this arena.by Wendy Guang-wen Ju.S.M

    SAE Baja Dynamic Loading

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    Cal Poly’s SAE Baja team undertook a project to measure the loads applied to an offroad buggy via the ground, including any obstacles. Originally, the ground loads pertaining to suspension, drivetrain, and chassis were based on rough estimates and historical part failures. This led to large safety factors, overbuilt parts, unknown part life, and improperly designed points of failure. In order for the team’s designs to advance to the next level of competition, an accurate set of loading cases were required. The main focus of the project was the suspension loads measured with strain gauges and a shock potentiometer, however loading the chassis was also analyzed

    NASA Tech Briefs, July 1992

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    Topics include: New Product Ideas; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery; Fabrication Technology; Mathematics and Information Sciences; Life Sciences

    NASA Tech Briefs, June 1992

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    Topics covered include: New Product Ideas; Electronic Components and Circuits; Electronic Systems; Physical Sciences; Materials; Computer Programs; Mechanics; Machinery; Fabrication Technology; Mathematics and Information Sciences; Life Sciences

    The Application of Mixed Reality Within Civil Nuclear Manufacturing and Operational Environments

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    This thesis documents the design and application of Mixed Reality (MR) within a nuclear manufacturing cell through the creation of a Digitally Assisted Assembly Cell (DAAC). The DAAC is a proof of concept system, combining full body tracking within a room sized environment and bi-directional feedback mechanism to allow communication between users within the Virtual Environment (VE) and a manufacturing cell. This allows for training, remote assistance, delivery of work instructions, and data capture within a manufacturing cell. The research underpinning the DAAC encompasses four main areas; the nuclear industry, Virtual Reality (VR) and MR technology, MR within manufacturing, and finally the 4 th Industrial Revolution (IR4.0). Using an array of Kinect sensors, the DAAC was designed to capture user movements within a real manufacturing cell, which can be transferred in real time to a VE, creating a digital twin of the real cell. Users can interact with each other via digital assets and laser pointers projected into the cell, accompanied by a built-in Voice over Internet Protocol (VoIP) system. This allows for the capture of implicit knowledge from operators within the real manufacturing cell, as well as transfer of that knowledge to future operators. Additionally, users can connect to the VE from anywhere in the world. In this way, experts are able to communicate with the users in the real manufacturing cell and assist with their training. The human tracking data fills an identified gap in the IR4.0 network of Cyber Physical System (CPS), and could allow for future optimisations within manufacturing systems, Material Resource Planning (MRP) and Enterprise Resource Planning (ERP). This project is a demonstration of how MR could prove valuable within nuclear manufacture. The DAAC is designed to be low cost. It is hoped this will allow for its use by groups who have traditionally been priced out of MR technology. This could help Small to Medium Enterprises (SMEs) close the double digital divide between themselves and larger global corporations. For larger corporations it offers the benefit of being low cost, and, is consequently, easier to roll out across the value chain. Skills developed in one area can also be transferred to others across the internet, as users from one manufacturing cell can watch and communicate with those in another. However, as a proof of concept, the DAAC is at Technology Readiness Level (TRL) five or six and, prior to its wider application, further testing is required to asses and improve the technology. The work was patented in both the UK (S. R EDDISH et al., 2017a), the US (S. R EDDISH et al., 2017b) and China (S. R EDDISH et al., 2017c). The patents are owned by Rolls-Royce and cover the methods of bi-directional feedback from which users can interact from the digital to the real and vice versa. Stephen Reddish Mixed Mode Realities in Nuclear Manufacturing Key words: Mixed Mode Reality, Virtual Reality, Augmented Reality, Nuclear, Manufacture, Digital Twin, Cyber Physical Syste

    Abstracts on Radio Direction Finding (1899 - 1995)

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    The files on this record represent the various databases that originally composed the CD-ROM issue of "Abstracts on Radio Direction Finding" database, which is now part of the Dudley Knox Library's Abstracts and Selected Full Text Documents on Radio Direction Finding (1899 - 1995) Collection. (See Calhoun record https://calhoun.nps.edu/handle/10945/57364 for further information on this collection and the bibliography). Due to issues of technological obsolescence preventing current and future audiences from accessing the bibliography, DKL exported and converted into the three files on this record the various databases contained in the CD-ROM. The contents of these files are: 1) RDFA_CompleteBibliography_xls.zip [RDFA_CompleteBibliography.xls: Metadata for the complete bibliography, in Excel 97-2003 Workbook format; RDFA_Glossary.xls: Glossary of terms, in Excel 97-2003 Workbookformat; RDFA_Biographies.xls: Biographies of leading figures, in Excel 97-2003 Workbook format]; 2) RDFA_CompleteBibliography_csv.zip [RDFA_CompleteBibliography.TXT: Metadata for the complete bibliography, in CSV format; RDFA_Glossary.TXT: Glossary of terms, in CSV format; RDFA_Biographies.TXT: Biographies of leading figures, in CSV format]; 3) RDFA_CompleteBibliography.pdf: A human readable display of the bibliographic data, as a means of double-checking any possible deviations due to conversion
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