683 research outputs found

    Advancements of MultiRate Signal processing for Wireless Communication Networks: Current State Of the Art

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    With the hasty growth of internet contact and voice and information centric communications, many contact technologies have been urbanized to meet the stringent insist of high speed information transmission and viaduct the wide bandwidth gap among ever-increasing high-data-rate core system and bandwidth-hungry end-user complex. To make efficient consumption of the limited bandwidth of obtainable access routes and cope with the difficult channel environment, several standards have been projected for a variety of broadband access scheme over different access situation (twisted pairs, coaxial cables, optical fibers, and unchanging or mobile wireless admittance). These access situations may create dissimilar channel impairments and utter unique sets of signal dispensation algorithms and techniques to combat precise impairments. In the intended and implementation sphere of those systems, many research issues arise. In this paper we present advancements of multi-rate indication processing methodologies that are aggravated by this design trend. The thesis covers the contemporary confirmation of the current literature on intrusion suppression using multi-rate indication in wireless communiquE9; networks

    Learner Autonomy in a Task-Based 3D World and Production

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    MetaSpace II: Object and full-body tracking for interaction and navigation in social VR

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    MetaSpace II (MS2) is a social Virtual Reality (VR) system where multiple users can not only see and hear but also interact with each other, grasp and manipulate objects, walk around in space, and get tactile feedback. MS2 allows walking in physical space by tracking each user's skeleton in real-time and allows users to feel by employing passive haptics i.e., when users touch or manipulate an object in the virtual world, they simultaneously also touch or manipulate a corresponding object in the physical world. To enable these elements in VR, MS2 creates a correspondence in spatial layout and object placement by building the virtual world on top of a 3D scan of the real world. Through the association between the real and virtual world, users are able to walk freely while wearing a head-mounted device, avoid obstacles like walls and furniture, and interact with people and objects. Most current virtual reality (VR) environments are designed for a single user experience where interactions with virtual objects are mediated by hand-held input devices or hand gestures. Additionally, users are only shown a representation of their hands in VR floating in front of the camera as seen from a first person perspective. We believe, representing each user as a full-body avatar that is controlled by natural movements of the person in the real world (see Figure 1d), can greatly enhance believability and a user's sense immersion in VR.Comment: 10 pages, 9 figures. Video: http://living.media.mit.edu/projects/metaspace-ii

    Low complexity signal processing and optimal joint detection for over-saturated multiple access communications

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    Includes bibliographical references (p. 16).Supported in part by the Dept. of the Air Force. F19628-95-C-0002 Supported in part by the Air Force Office of Scientific Research. F49620-95-1-0083 Supported in part by the Army Research Office. DAAL03-92-G-0115Rachel E. Learned, Alan S. Willsky, Don M. Boroson

    A Prototype that Fuses Virtual Reality, Robots, and Social Networks to Create a New Cyber–Physical–Social Eco-Society System for Cultural Heritage

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    With the rapid development of technology and the increasing use of social networks, many opportunities for the design and deployment of interconnected systems arise that could enable a paradigm shift in the ways we interact with cultural heritage. The project described in this paper aims to create a new type of conceptually led environment, a kind of Cyber−Physical−Social Eco-Society (CPSeS) system that would seamlessly blend the real with virtual worlds interactively using Virtual Reality, Robots, and Social Networking technologies, engendered by humans’ interactions and intentions. The project seeks to develop new methods of engaging the current generation of museum visitors, who are influenced by their exposure to modern technology such as social media, smart phones, Internet of Things, smart devices, and visual games, by providing a unique experience of exploring and interacting with real and virtual worlds simultaneously. The research envisions a system that connects visitors to events and/or objects separated either in time or in space, or both, providing social meeting points between them. To demonstrate the attributes of the proposed system, a Virtual Museum scenario has been chosen. The following pages will describe the RoboSHU: Virtual Museum prototype, its capabilities and features, and present a generic development framework that will also be applicable to other contexts and sociospatial domains

    Resource allocation technique for powerline network using a modified shuffled frog-leaping algorithm

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    Resource allocation (RA) techniques should be made efficient and optimized in order to enhance the QoS (power & bit, capacity, scalability) of high-speed networking data applications. This research attempts to further increase the efficiency towards near-optimal performance. RA’s problem involves assignment of subcarriers, power and bit amounts for each user efficiently. Several studies conducted by the Federal Communication Commission have proven that conventional RA approaches are becoming insufficient for rapid demand in networking resulted in spectrum underutilization, low capacity and convergence, also low performance of bit error rate, delay of channel feedback, weak scalability as well as computational complexity make real-time solutions intractable. Mainly due to sophisticated, restrictive constraints, multi-objectives, unfairness, channel noise, also unrealistic when assume perfect channel state is available. The main goal of this work is to develop a conceptual framework and mathematical model for resource allocation using Shuffled Frog-Leap Algorithm (SFLA). Thus, a modified SFLA is introduced and integrated in Orthogonal Frequency Division Multiplexing (OFDM) system. Then SFLA generated random population of solutions (power, bit), the fitness of each solution is calculated and improved for each subcarrier and user. The solution is numerically validated and verified by simulation-based powerline channel. The system performance was compared to similar research works in terms of the system’s capacity, scalability, allocated rate/power, and convergence. The resources allocated are constantly optimized and the capacity obtained is constantly higher as compared to Root-finding, Linear, and Hybrid evolutionary algorithms. The proposed algorithm managed to offer fastest convergence given that the number of iterations required to get to the 0.001% error of the global optimum is 75 compared to 92 in the conventional techniques. Finally, joint allocation models for selection of optima resource values are introduced; adaptive power and bit allocators in OFDM system-based Powerline and using modified SFLA-based TLBO and PSO are propose

    Forming Digital Workspace: Current State and Applications of Extended Reality in Virtual Teams

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    Extended reality (XR) has been widely applied as an umbrella term encompassing virtual reality, augmented reality, and mixed reality. Despite extensive research on XR applications in various contexts, little attention has been drawn to its utilization in work scenarios, particularly in virtual teams. This study is a systematic literature review of virtual teams utilizing XR in the digital workspace, incorporating related articles from four scientific databases over the past decade. The review focuses on two aspects: the current state of XR implementation in virtual teams and how technology addresses the digital collaborative process. Findings highlight team types, application areas, collaboration modes, and key actions associated with XR usage. A theoretical gap is revealed, as previous studies focus on either the technological aspects of XR or its outcomes. Additionally, this study proposes a model to illustrate how XR technologies empower virtual teams, providing valuable insight for organizations regarding its potential usage

    Exploration of Reaction Pathways and Chemical Transformation Networks

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    For the investigation of chemical reaction networks, the identification of all relevant intermediates and elementary reactions is mandatory. Many algorithmic approaches exist that perform explorations efficiently and automatedly. These approaches differ in their application range, the level of completeness of the exploration, as well as the amount of heuristics and human intervention required. Here, we describe and compare the different approaches based on these criteria. Future directions leveraging the strengths of chemical heuristics, human interaction, and physical rigor are discussed.Comment: 48 pages, 4 figure

    Spectrum Trading: An Abstracted Bibliography

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    This document contains a bibliographic list of major papers on spectrum trading and their abstracts. The aim of the list is to offer researchers entering this field a fast panorama of the current literature. The list is continually updated on the webpage \url{http://www.disp.uniroma2.it/users/naldi/Ricspt.html}. Omissions and papers suggested for inclusion may be pointed out to the authors through e-mail (\textit{[email protected]})
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