590 research outputs found
A scalable hardware and software control apparatus for experiments with hybrid quantum systems
Modern experiments with fundamental quantum systems - like ultracold atoms,
trapped ions, single photons - are managed by a control system formed by a
number of input/output electronic channels governed by a computer. In hybrid
quantum systems, where two or more quantum systems are combined and made to
interact, establishing an efficient control system is particularly challenging
due to the higher complexity, especially when each single quantum system is
characterized by a different timescale. Here we present a new control apparatus
specifically designed to efficiently manage hybrid quantum systems. The
apparatus is formed by a network of fast communicating Field Programmable Gate
Arrays (FPGAs), the action of which is administrated by a software. Both
hardware and software share the same tree-like structure, which ensures a full
scalability of the control apparatus. In the hardware, a master board acts on a
number of slave boards, each of which is equipped with an FPGA that locally
drives analog and digital input/output channels and radiofrequency (RF) outputs
up to 400 MHz. The software is designed to be a general platform for managing
both commercial and home-made instruments in a user-friendly and intuitive
Graphical User Interface (GUI). The architecture ensures that complex control
protocols can be carried out, such as performing of concurrent commands loops
by acting on different channels, the generation of multi-variable error
functions and the implementation of self-optimization procedures. Although
designed for managing experiments with hybrid quantum systems, in particular
with atom-ion mixtures, this control apparatus can in principle be used in any
experiment in atomic, molecular, and optical physics.Comment: 10 pages, 12 figure
Working Notes from the 1992 AAAI Workshop on Automating Software Design. Theme: Domain Specific Software Design
The goal of this workshop is to identify different architectural approaches to building domain-specific software design systems and to explore issues unique to domain-specific (vs. general-purpose) software design. Some general issues that cut across the particular software design domain include: (1) knowledge representation, acquisition, and maintenance; (2) specialized software design techniques; and (3) user interaction and user interface
Integrated Real-Virtuality System and Environments for Advanced Control System Developers and Machines Builders
The pace of technological change is increasing and sophisticated customer driven markets are forcing rapid machine evolution, increasing complexity and quality, and faster response. To survive and thrive in these markets, machine builders/suppliers require absolute customer and market orientation, focusing on .. rapid provision of solutions rather than products. Their production systems will need to accommodate unpredictable changes while maintaining financial and operational efficiency with short lead and delivery times. Real-Virtuality (R-V) systems are an innovative environment to address these requirements by facilitating enhanced support in machine system design utilising integrated real-virtual environments centred on concurrent machine system development and realization. This environment supports not only machine system design but also the development of the' control system at the same time. Utilising the Real-Virtual Mapping Environment (RVMI;:), 3-D simulation machine models can perform actual machine operations in real-time when coupled with the real machine controller. This provides a more understandable, reliable and transparent machine function and performance. The research study explores different types of controller verification methods and proposes a new method which employs the use of a control signal emulator. The research study has fomulated a novel technique for emulating quadrature encoder signals to provide virtual closed loop control of servomotors. The deployment of a control signal emulator technique makes the system unique and removes its dependency on specific hardware. Enabling the real-time data from the signal emulation environment eases the task of realising a real-time machine simulator. To evaluate the proposed architecture, three case studies were performed. The results have shown that it is possible to create verified and validated machine control programs with no modification needed when applied to the real machine. The migration from the virtual to the real world is totally seamless. The result from the ????study show that the virtual machine is able to operate and respond as a real machine in real-time. This opens up the unexplored potential of integrated 3-D virtual technology. The real-time 3-D simulation virtual machine will enable commissioning and training to be conducted '!-t an earlier stage in the design process (without having to wait for the real machine to be built). Furthermore, various test scenarios can also be developed and tested on the system which helps to provide a better lofriderstanding of the machine behaviours and responses. This research study has made an original contribution in the field of machine system development. It has contributed a novel approach of using emulated control signals to provide machine control programmers with a platform to test their application programs at machine level which involves both discrete digital signals and continuous signals. The real-time virtual environment extends the application domain for the use of simulation. The architecture proposed is generic; to be exact it is not constrained to a specific industrial control system or to a specific simulation vendor
Art unlimited: an investigation into contemporary digital arts and the free software movement.
Computing technology has not only significantly shaped many of the contemporary artistic disciplines, it has also given birth to many new and exciting practices. Modest, low cost hardware enabled artists to manipulate real-time multimedia data and coordinate vast amounts of hardware devices, whilst high bandwidth Internet connections has allowed them to communicate and distribute their work rapidly. For this reason, art practices in the digital domain have become highly decentralized.
It is therefore not surprising that the rise of free and open source software (FLOSS) has been warmly welcomed and adopted by an increasing number of practitioners. The technical advantages in free software allows them to create works of art with greater freedom and flexibility. Its open and collaborative ideology, on the other hand, further embraces the increasingly autonomous and distributed characteristics in the artistic community.
This thesis aims to examine the impact of free and open source software in the context of contemporary digital arts. It will look at the current climate of both digital arts and the FLOSS movement, attempting to rationalize the implications of such a phenomena. It will also provide concrete examples of ongoing activities in FLOSS digital arts, as an evidence and documentation of its development to date. Lastly, the practical work in this research will offer a first hand insight into developing a FLOSS project within the given context
Virtual Reality Games for Motor Rehabilitation
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
Second CLIPS Conference Proceedings, volume 1
Topics covered at the 2nd CLIPS Conference held at the Johnson Space Center, September 23-25, 1991 are given. Topics include rule groupings, fault detection using expert systems, decision making using expert systems, knowledge representation, computer aided design and debugging expert systems
Využití prostředků virtuální reality a/nebo rozšířené reality pro řízení a vizualizaci procesů
This thesis investigates the use of virtual reality (VR) and/or augmented reality (AR) resources for process control and visualization. The research looks on the usefulness of these technologies in improving understanding and management of complex processes in industries such as manufacturing, construction, and healthcare. A comprehensive evaluation of the literature on VR and AR suggests that these tools provide considerable benefits, such as better safety, efficiency, and accuracy, as well as improved visibility and control of operations. The thesis also discusses the obstacles and constraints of employing virtual reality and augmented reality resources in process management and visualization, such as technological issues, cost, and user acceptability. The diploma thesis focuses on managing real-world equipment from a virtual environment using the ESP8266 Board, Unity VR platform, and Google Firebase database for online data transmission. This procedure may be used in a variety of sectors where it is impossible to get to a certain spot in the actual world but a clear vision of the location is necessary for operating certain equipment, which is provided by the virtual world with the assistance of VR googles.Tato práce zkoumá využití zdrojů virtuální reality (VR) a/nebo rozšířené reality (AR) pro řízení a vizualizaci procesů. Výzkum se zaměřuje na užitečnost těchto technologií při zlepšování porozumění a řízení složitých procesů v průmyslových odvětvích, jako je výroba, stavebnictví a zdravotnictví. Komplexní hodnocení literatury o VR a AR naznačuje, že tyto nástroje poskytují značné výhody, jako je lepší bezpečnost, účinnost a přesnost, stejně jako lepší viditelnost a kontrola operací. Práce také pojednává o překážkách a omezeních využívání virtuální reality a zdrojů rozšířené reality v procesu řízení a vizualizace, jako jsou technologické problémy, náklady a uživatelská přijatelnost. Diplomová práce se zaměřuje na správu reálného zařízení z virtuálního prostředí pomocí desky ESP8266 Board, platformy Unity VR a databáze Google Firebase pro online přenos dat. Tento postup lze použít v různých sektorech, kde není možné se dostat na určité místo ve skutečném světě, ale pro ovládání určitého zařízení je nutná jasná vize místa, kterou poskytuje virtuální svět s pomocí VR. google.450 - Katedra kybernetiky a biomedicínského inženýrstvídobř
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The role of metaphor in user interface design
The thesis discusses the question of how unfamiliar computing systems, particularly those with graphical user interfaces, are learned and used. In particular, the approach of basing the design and behaviour of on-screen objects in the system's model world on a coherent theme and employing a metaphor is explored. The drawbacks, as well as the advantages, of this approach are reviewed and presented. The use of metaphors is also contrasted with other forms of users' mental models of interactive systems, and the need to provide a system image from which useful mental models can be developed is presented.
Metaphors are placed in the context of users' understanding of interactive systems and novel application is made of the Qualitative Process Theory (QPT) qualitative reasoning model to reason about the behaviour of on-screen objects, the underlying system functionality, and the relationship between the two. This analysis supports reevaluation of the domains between which user interface metaphors are said to form mappings. A novel user interface design, entitled Medusa, that adopts guidelines for the design of metaphor-based systems, and for helping the user develop successful mental models, based on the QPT analysis and an empirical study of a popular metaphor-based system, is described. The first Medusa design is critiqued using well-founded usability inspection method.
Employing the Lakoff/Johnson theory, a revised version of the Medusa user interface is described that derives its application semantics and dialogue structures from the entailments of the knowledge structures that ground understanding of the interface metaphor and that capture notions of embodiment in interaction with computing devices that QPT descriptions cannot. Design guidelines from influential existing work, and new methods of reasoning about metaphor-based designs, are presented with a number of novel graphical user interface designs intended to overcome the failings of existing systems and design approaches
Programming tools for intelligent systems
Les outils de programmation sont des programmes informatiques qui aident les humains à programmer des ordinateurs. Les outils sont de toutes formes et tailles, par exemple les éditeurs, les compilateurs, les débogueurs et les profileurs. Chacun de ces outils facilite une tâche principale dans le flux de travail de programmation qui consomme des ressources cognitives lorsqu’il est effectué manuellement. Dans cette thèse, nous explorons plusieurs outils qui facilitent le processus de construction de systèmes intelligents et qui réduisent l’effort cognitif requis pour concevoir, développer, tester et déployer des systèmes logiciels intelligents. Tout d’abord, nous introduisons un environnement de développement intégré (EDI) pour la programmation d’applications Robot Operating System (ROS), appelé Hatchery (Chapter 2). Deuxièmement, nous décrivons Kotlin∇, un système de langage et de type pour la programmation différenciable, un paradigme émergent dans l’apprentissage automatique (Chapter 3). Troisièmement, nous proposons un nouvel algorithme pour tester automatiquement les programmes différenciables, en nous inspirant des techniques de tests contradictoires et métamorphiques (Chapter 4), et démontrons son efficacité empirique dans le cadre de la régression. Quatrièmement, nous explorons une infrastructure de conteneurs basée sur Docker, qui permet un déploiement reproductible des applications ROS sur la plateforme Duckietown (Chapter 5). Enfin, nous réfléchissons à l’état actuel des outils de programmation pour ces applications et spéculons à quoi pourrait ressembler la programmation de systèmes intelligents à l’avenir (Chapter 6).Programming tools are computer programs which help humans program computers. Tools come in all shapes and forms, from editors and compilers to debuggers and profilers. Each of these tools facilitates a core task in the programming workflow which consumes cognitive resources when performed manually. In this thesis, we explore several tools that facilitate the process of building intelligent systems, and which reduce the cognitive effort required to design, develop, test and deploy intelligent software systems. First, we introduce an integrated development environment (IDE) for programming Robot Operating System (ROS) applications, called Hatchery (Chapter 2). Second, we describe Kotlin∇, a language and type system for differentiable programming, an emerging paradigm in machine learning (Chapter 3). Third, we propose a new algorithm for automatically testing differentiable programs, drawing inspiration from techniques in adversarial and metamorphic testing (Chapter 4), and demonstrate its empirical efficiency in the regression setting. Fourth, we explore a container infrastructure based on Docker, which enables reproducible deployment of ROS applications on the Duckietown platform (Chapter 5). Finally, we reflect on the current state of programming tools for these applications and speculate what intelligent systems programming might look like in the future (Chapter 6)
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