1,562 research outputs found

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    A method for the architectural design of distributed control systems for large, civil jet engines: a systems engineering approach

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    The design of distributed control systems (DCSs) for large, civil gas turbine engines is a complex architectural challenge. To date, the majority of research into DCSs has focused on the contributing technologies and high temperature electronics rather than the architecture of the system itself. This thesis proposes a method for the architectural design of distributed systems using a genetic algorithm to generate, evaluate and refine designs. The proposed designs are analysed for their architectural quality, lifecycle value and commercial benefit. The method is presented along with results proving the concept. Whilst the method described here is applied exclusively to Distributed Control System (DCS) for jet engines, the principles and methods could be adapted for a broad range of complex systems

    Bioinformatics

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    This book is divided into different research areas relevant in Bioinformatics such as biological networks, next generation sequencing, high performance computing, molecular modeling, structural bioinformatics, molecular modeling and intelligent data analysis. Each book section introduces the basic concepts and then explains its application to problems of great relevance, so both novice and expert readers can benefit from the information and research works presented here

    Numerical Modelling and Design Optimisation of Stirling Engines for Power Production

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    This research is in the area of Thermal Energy Conversion, more specifically, in the conversion of solar thermal energy. This form of renewable energy can be utilised for production of power by using thermo-mechanical conversion systems – Stirling engines. The advantage of such the systems is in their capability to work on low and high temperature differences which is created by the concentrated solar radiation. To design and build efficient, high performance engines in a feasible period of time it is necessary to develop advanced mathematical models based on thermodynamic analysis which accurately describe heat and mass transfer processes taking place inside machines. The aim of this work was to develop such models, evaluate their accuracy by calibrating them against published and available experimental data and against more advanced three-dimensional Computational Fluid Dynamics models. The refined mathematical models then were coupled to Genetic Algorithm optimisation codes to find a rational set of engine’s design parameters which would ensure the high performance of machines. The validation of the developed Stirling engine models demonstrated that there was a good agreement between numerical results and published experimental data. The new set of design parameters of the engine obtained from the optimisation procedure provides further enhancement of the engine performance. The mathematical modelling and design approaches developed in this study with the use of optimization procedures can be successfully applied in practice for creation of more efficient and advanced Stirling engines for power production

    Energy Management

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    Forecasts point to a huge increase in energy demand over the next 25 years, with a direct and immediate impact on the exhaustion of fossil fuels, the increase in pollution levels and the global warming that will have significant consequences for all sectors of society. Irrespective of the likelihood of these predictions or what researchers in different scientific disciplines may believe or publicly say about how critical the energy situation may be on a world level, it is without doubt one of the great debates that has stirred up public interest in modern times. We should probably already be thinking about the design of a worldwide strategic plan for energy management across the planet. It would include measures to raise awareness, educate the different actors involved, develop policies, provide resources, prioritise actions and establish contingency plans. This process is complex and depends on political, social, economic and technological factors that are hard to take into account simultaneously. Then, before such a plan is formulated, studies such as those described in this book can serve to illustrate what Information and Communication Technologies have to offer in this sphere and, with luck, to create a reference to encourage investigators in the pursuit of new and better solutions

    Muscle activation mapping of skeletal hand motion: an evolutionary approach.

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    Creating controlled dynamic character animation consists of mathe- matical modelling of muscles and solving the activation dynamics that form the key to coordination. But biomechanical simulation and control is com- putationally expensive involving complex di erential equations and is not suitable for real-time platforms like games. Performing such computations at every time-step reduces frame rate. Modern games use generic soft- ware packages called physics engines to perform a wide variety of in-game physical e ects. The physics engines are optimized for gaming platforms. Therefore, a physics engine compatible model of anatomical muscles and an alternative control architecture is essential to create biomechanical charac- ters in games. This thesis presents a system that generates muscle activations from captured motion by borrowing principles from biomechanics and neural con- trol. A generic physics engine compliant muscle model primitive is also de- veloped. The muscle model primitive forms the motion actuator and is an integral part of the physical model used in the simulation. This thesis investigates a stochastic solution to create a controller that mimics the neural control system employed in the human body. The control system uses evolutionary neural networks that evolve its weights using genetic algorithms. Examples and guidance often act as templates in muscle training during all stages of human life. Similarly, the neural con- troller attempts to learn muscle coordination through input motion samples. The thesis also explores the objective functions developed that aids in the genetic evolution of the neural network. Character interaction with the game world is still a pre-animated behaviour in most current games. Physically-based procedural hand ani- mation is a step towards autonomous interaction of game characters with the game world. The neural controller and the muscle primitive developed are used to animate a dynamic model of a human hand within a real-time physics engine environment
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