48,972 research outputs found

    Electromagnetic Antenna And Transmission Line Utilizing Photonic Bandgap Material

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    A photonic bandgap antenna (PBA) (10') utilizes a periodic bandgap material (PBM), which is essentially a dielectric, to transmit, receive, or communicate electromagnetic radiation encoded with information. Further, a photonic bandgap transmission line (PBTL) (10") can also be constructed with the PBM. Because the PBA (10') and PBTL (10") do not utilize metal, the PBA (10') and PBTL (10") can be used in harsh environments, such as those characterized by high temperature and/or high pressure, and can be easily built into a dielectric structure such as a building wall or roof. Further, the PBA (10') and PBTL (10") inhibit scattering by incident electromagnetic radiation at frequencies outside those electromagnetic frequencies in the bandgap range associated with the PBM.Georgia Tech Research Corporatio

    A Pilot Study with a Novel Setup for Collaborative Play of the Humanoid Robot KASPAR with children with autism

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    This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.This article describes a pilot study in which a novel experimental setup, involving an autonomous humanoid robot, KASPAR, participating in a collaborative, dyadic video game, was implemented and tested with children with autism, all of whom had impairments in playing socially and communicating with others. The children alternated between playing the collaborative video game with a neurotypical adult and playing the same game with the humanoid robot, being exposed to each condition twice. The equipment and experimental setup were designed to observe whether the children would engage in more collaborative behaviours while playing the video game and interacting with the adult than performing the same activities with the humanoid robot. The article describes the development of the experimental setup and its first evaluation in a small-scale exploratory pilot study. The purpose of the study was to gain experience with the operational limits of the robot as well as the dyadic video game, to determine what changes should be made to the systems, and to gain experience with analyzing the data from this study in order to conduct a more extensive evaluation in the future. Based on our observations of the childrens’ experiences in playing the cooperative game, we determined that while the children enjoyed both playing the game and interacting with the robot, the game should be made simpler to play as well as more explicitly collaborative in its mechanics. Also, the robot should be more explicit in its speech as well as more structured in its interactions. Results show that the children found the activity to be more entertaining, appeared more engaged in playing, and displayed better collaborative behaviours with their partners (For the purposes of this article, ‘partner’ refers to the human/robotic agent which interacts with the children with autism. We are not using the term’s other meanings that refer to specific relationships or emotional involvement between two individuals.) in the second sessions of playing with human adults than during their first sessions. One way of explaining these findings is that the children’s intermediary play session with the humanoid robot impacted their subsequent play session with the human adult. However, another longer and more thorough study would have to be conducted in order to better re-interpret these findings. Furthermore, although the children with autism were more interested in and entertained by the robotic partner, the children showed more examples of collaborative play and cooperation while playing with the human adult.Peer reviewe

    Investigating user preferences in utilizing a 2D paper or 3D sketch based interface for creating 3D virtual models

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    Computer modelling of 2D drawings is becoming increasingly popular in modern design as can be witnessed in the shift of modern computer modelling applications from software requiring specialised training to ones targeted for the general consumer market. Despite this, traditional sketching is still prevalent in design, particularly so in the early design stages. Thus, research trends in computer-aided modelling focus on the the development of sketch based interfaces that are as natural as possible. In this report, we present a hybrid sketch based interface which allows the user to make draw sketches using offline as well as online sketching modalities, displaying the 3D models in an immersive setup, thus linking the object interaction possible through immersive modelling to the flexibility allowed by paper-based sketching. The interface was evaluated in a user study which shows that such a hybrid system can be considered as having pragmatic and hedonic value.peer-reviewe

    Computational modelling of emboli travel trajectories in cerebral arteries: Influence of microembolic particle size and density

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    This article has been made available through the Brunel Open Access Publishing Fund.Ischaemic stroke is responsible for up to 80 % of stroke cases. Prevention of the reoccurrence of ischaemic attack or stroke for patients who survived the first symptoms is the major treatment target. Accurate diagnosis of the emboli source for a specific infarction lesion is very important for a better treatment for the patient. However, due to the complex blood flow patterns in the cerebral arterial network, little is known so far of the embolic particle flow trajectory and its behaviour in such a complex flow field. The present study aims to study the trajectories of embolic particles released from carotid arteries and basilar artery in a cerebral arterial network and the influence of particle size, mass and release location to the particle distributions, by computational modelling. The cerebral arterial network model, which includes major arteries in the circle of Willis and several generations of branches from them, was generated from MRI images. Particles with diameters of 200, 500 and 800 μ m and densities of 800, 1,030 and 1,300 kg/m 3 were released in the vessel's central and near-wall regions. A fully coupled scheme of particle and blood flow in a computational fluid dynamics software ANASYS CFX 13 was used in the simulations. The results show that heavy particles (density large than blood or a diameter larger than 500 μ m) normally have small travel speeds in arteries; larger or lighter embolic particles are more likely to travel to large branches in cerebral arteries. In certain cases, all large particles go to the middle cerebral arteries; large particles with higher travel speeds in large arteries are likely to travel at more complex and tortuous trajectories; emboli raised from the basilar artery will only exit the model from branches of basilar artery and posterior cerebral arteries. A modified Circle of Willis configuration can have significant influence on particle distributions. The local branch patterns of internal carotid artery to middle cerebral artery and anterior communicating artery can have large impact on such distributions. © 2014 The Author(s)

    Shape-independent scaling of excitonic confinement in realistic quantum wires

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    The scaling of exciton binding energy in semiconductor quantum wires is investigated theoretically through a non-variational, fully three-dimensional approach for a wide set of realistic state-of-the-art structures. We find that in the strong confinement limit the same potential-to-kinetic energy ratio holds for quite different wire cross-sections and compositions. As a consequence, a universal (shape- and composition-independent) parameter can be identified that governs the scaling of the binding energy with size. Previous indications that the shape of the wire cross-section may have important effects on exciton binding are discussed in the light of the present results.Comment: To appear in Phys. Rev. Lett. (12 pages + 2 figures in postscript

    Modelling and visualizing sustainability assessment in urban environments

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    Major urban development projects extend over prolonged timescales (up to 25 years in the case of major regeneration projects), involve a large number of stakeholders, and necessitate complex decision making. Comprehensive assessment of critical information will involve a number of domains, such as social, economic and environmental, and input from a wide a range of stakeholders. This makes rigorous and holistic decision making, with respect to sustainability, exceptionally difficult without access to appropriate decision support tools. Assessing and communicating the key aspects of sustainability and often conflicting information remains a major hurdle to be overcome if sustainable development is to be achieved. We investigate the use of an integrated simulation and visualization engine and will test if it is effective in: 1) presenting a physical representation of the urban environment, 2) modelling sustainability of the urban development using a subset of indicators, here the modelling and the visualization need to be integrated seamlessly in order to achieve real time updates of the sustainability models in the 3D urban representation, 3) conveying the sustainability information to a range of stakeholders making the assessment of sustainability more accessible. In this paper we explore the first two objectives. The prototype interactive simulation and visualization platform (S-City VT) integrates and communicates complex multivariate information to diverse stakeholder groups. This platform uses the latest 3D graphical rendering techniques to generate a realistic urban development and novel visualization techniques to present sustainability data that emerge from the underlying computational model. The underlying computational model consists of two parts: traditional multicriteria evaluation methods and indicator models that represent the temporal changes of indicators. These models are informed from collected data and/or existing literature. The platform is interactive and allows real time movements of buildings and/or material properties and the sustainability assessment is updated immediately. This allows relative comparisons of contrasting planning and urban layouts. Preliminary usability results show that the tool provides a realistic representation of a real development and is effective at conveying the sustainability assessment information to a range of stakeholders. S-City VT is a novel tool for calculating and communicating sustainability assessment. It therefore begins to open up the decision making process to more stakeholders, reducing the reliance on expert decision makers
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