225 research outputs found

    Traits of today\u27s CFO : a handbook for excelling in an evolving role

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    https://egrove.olemiss.edu/aicpa_guides/2684/thumbnail.jp

    Performance Analysis in IP-Based Industrial Communication Networks

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    S rostoucím počtem řídicích systémů a jejich distribuovanosti získávájí komunikační sítě na důležitosti a objevují se nové výzkumné trendy. Hlavní problematikou v této oblasti, narozdíl od dřívějších řídicích systémů využívajících dedikovaných komunikačních obvodů, je časově proměnné zpoždění měřicích a řídicích signálů způsobené paketově orientovanými komunikačními prostředky, jako např. Ethernet. Aspekty komunikace v reálném čase byly v těchto sítích již úspěšně vyřešeny. Nicméně, analýzy trendů trhu předpovídají budoucí využití také IP sítí v průmyslové komunikaci pro časově kritickou procesní vyměnu dat. IP komunikace má ovšem pouze omezenou podporu v instrumentaci pro průmyslovou automatizace. Tato výzva byla nedávno technicky vyřešena v rámci projektu Virtual Automation Networks (virtuální automatizační sítě - VAN) zapojením mechanismů kvality služeb (QoS), které jsou schopny zajistit měkkou úroveň komunikace v reálném čase. Předložená dizertační práce se zaměřuje na aspekty výkonnosti reálného času z analytického hlediska a nabízí prostředek pro hodnocení využitelnosti IP komunikace pro budoucí průmyslové aplikace. Hlavním cílem této dizertační práce je vytvoření vhodného modelovacího rámce založeného na network calculus, který pomůže provést worst-case výkonnostní analýzu časového chování IP komunikačních sítí a jejich prvků určených pro budoucí použití v průmyslové automatizaci. V práci byla použita empirická analýza pro určení dominantních faktorů ovlivňujících časového chování síťových zařízení a identifikaci parametrů modelů těchto zařízení. Empirická analýza využívá nástroj TestQoS vyvinutý pro tyto účely. Byla navržena drobná rozšíření rámce network calculus, která byla nutná pro modelování časového chování používaných zařízení. Bylo vytvořeno několik typových modelů zařízení jako výsledek klasifikace různých architektur síťových zařízení a empiricky zjištěných dominantních faktorů. U modelovaných zařízení byla využita nová metoda identifikace parametrů. Práce je zakončena validací časových modelů dvou síťových zařízení (přepínače a směrovače) oproti empirickým pozorováním.With the growing scale of control systems and their distributed nature, communication networks have been gaining importance and new research challenges have been appearing. The major problem, contrary to previously used control systems with dedicated communication circuits, is time-varying delay of control and measurement signals introduced by packet-switched networks, such as Ethernet. The real-time issues in these networks have been tackled by proper adaptations. Nevertheless, market trend analyses foresee also future adoptions of IP-based communication networks in industrial automation for time-critical run-time data exchange. IP-based communication has only a limited support from the existing instrumentation in industrial automation. This challenge has recently been technically tackled within the Virtual Automation Networks (VAN) project by adopting the quality of service (QoS) architecture delivering soft-real-time communication behaviour. This dissertation focuses on the real-time performance aspects from the analytical point of view and provides means for applicability assessment of IP-based communication for future industrial applications. The main objective of this dissertation is establishment of a relevant modelling framework based on network calculus which will assist worst-case performance analysis of temporal behaviour of IP-based communication networks and networking devices intended for future use in industrial automation. Empirical analysis was used to identify dominant factors influencing the temporal performance of networking devices and for model parameter identification. The empirical analysis makes use of the TestQoS tool developed for this purpose. Minor extensions to the network calculus framework were proposed enabling to model the required temporal behaviour of networking devices. Several exemplary models were inferred as a result of classification of different networking device architectures and empirically identified dominant factors. A novel method for parameter identification was used with the modelled devices. Finally, two temporal models of networking devices (a switch and a router) were validated against empirical observations.

    Proceedings of the Mobile Satellite Conference

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    A satellite-based mobile communications system provides voice and data communications to mobile users over a vast geographic area. The technical and service characteristics of mobile satellite systems (MSSs) are presented and form an in-depth view of the current MSS status at the system and subsystem levels. Major emphasis is placed on developments, current and future, in the following critical MSS technology areas: vehicle antennas, networking, modulation and coding, speech compression, channel characterization, space segment technology and MSS experiments. Also, the mobile satellite communications needs of government agencies are addressed, as is the MSS potential to fulfill them

    Development of DEPFET sensors with advanced functionality for applications in X-ray astronomy

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    Athena is ESA’s next generation observatory for X-ray astronomy. One of its two focal-plane instruments is the WFI, a large area, pixelated silicon-detector for imaging spectroscopy that will provide an unmatched field of view and the capability to observe even brightest radiation sources with high throughput. The WFI’s sensor will be based on the combined sensor-amplifier structure DEPFET. This concept provides a high flexibility in terms of device readout and permits to add various functional features into each pixel of the detector. It is for instance, possible to implement a pixel wise electronic shutter and furthermore, provide every pixel with an additional storage area. In this thesis, these DEPFET concepts with enhanced functionality are evaluated with respect to a potential use as building block for Athena’s WFI. The focus was thereby on the application of a DEPFET based sensors as high count rate spectrometer and the influence and mitigation of readout artifacts on the spectral response of the sensor. To improve the understanding of the different concepts, a series of device simulations was carried out. Parts of these simulations were used as input for the layout of novel devices. To study the properties of the different DEPFET devices, a flexible measurement setup was designed, assembled and operated. With that setup, the properties of different DEPFETs were investigated. Especially time dependent readout artifacts were studied and models to describe these were developed. In the course of this thesis it was furthermore possible to confirm the basic functionality of the first devices providing an additional storage area. Based on the device simulations as well as measurements, spectral simulations were conducted. These show that a DEPFET is capable to do spectroscopy even at fastest timings. However, the spectral performance will deteriorate drastically due to readout artifacts. While the pixel-wise built-in shutter provides good spectral response it severely limits the throughput at fast timings due to the required deadtime. An additional storage area provides both, good spectral performance and high throughput even at fastest timings.Athena ist das nächste große Observatorium für Röntgenastronomie der ESA. Eines der zwei Instrumente in Athenas Fokalebene ist der WFI, ein großflächiger, pixelierter Silizium Sensor für ortsaufgelöste Röntgenspektroskopie, der gleichzeitig ein bisher nicht erreichtes Gesichtsfeld und höchste Zählratenfähigkeit bietet. Der Sensor des WFI basiert auf der kombinierten Sensor-Verstärker Struktur DEPFET. Neben der hohen Flexibilität bezüglich der Auslese, ist es möglich verschiedenste zusätzliche Eigenschaften in jeden Pixel eines größeren Sensors zu Implementieren. So ist es zum Beispiel möglich jeden Pixel mit einer elektronischen Blende zu versehen. Diese kann außerdem um einen Speicherbereich für Elektronen erweitert werden. In dieser Arbeit wurden diese verbesserten DEPFET Konzepte in Hinblick auf einen Einsatz für den WFI untersucht. Der Fokus wurde dabei auf die Anwendung eines DEPFET-basierten Sensors als Hochzählratenspektrometer gelegt. Insbesondere wurden Ausleseartefakte und Möglichkeiten zur Unterdrückung dieser untersucht. Zum besseren Verständnis der verschiedenen Konzepte wurden Device Simulationen durchgeführt. Teile dieser Simulationen wurden für das Design von neuartigen Sensor Strukturen verwendet. Im Rahmen dieser Arbeit wurde ein flexibler Messaufbau designet, aufgebaut und genutzt um die verschiedenen Sensorstrukturen zu vermessen. Insbesondere wurden Zeitabhängige Ausleseartefakte untersucht und Modelle um diese zu beschreiben erarbeitet. Im Rahmen dieser Messungen wurde außerdem die grundsätzliche Funktionalität der ersten DEPFET Prototypen mit eingebautem Speicherbereich nachgewiesen. Basierend auf Device-Simulationen und Messergebnissen wurden spektrale Simulationen angefertigt. Diese zeigen, dass ein DEPFET Sensor auch bei hohen Frame-Raten als Spektrometer genutzt werden kann. Aufgrund der hohen Wahrscheinlichkeit für Auslesartefakte verschlechtern sich jedoch die spektroskopischen Eigenschaften. Durch einen eingebauten Shutter, wird eine Beeinflussung der spektroskopischen Eigenschaften verhindert, jedoch ist der Durchsatz einer solchen Struktur bei schnellem Betrieb durch die auftretende Totzeit limitiert. Durch einen zusätzlichen Speicherbereich, wird diese Totzeit vermieden und eine gute spektrale Auflösung mit hohen Durchsatz ermöglicht

    NON-VERBAL COMMUNICATION WITH PHYSIOLOGICAL SENSORS. THE AESTHETIC DOMAIN OF WEARABLES AND NEURAL NETWORKS

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    Historically, communication implies the transfer of information between bodies, yet this phenomenon is constantly adapting to new technological and cultural standards. In a digital context, it’s commonplace to envision systems that revolve around verbal modalities. However, behavioural analysis grounded in psychology research calls attention to the emotional information disclosed by non-verbal social cues, in particular, actions that are involuntary. This notion has circulated heavily into various interdisciplinary computing research fields, from which multiple studies have arisen, correlating non-verbal activity to socio-affective inferences. These are often derived from some form of motion capture and other wearable sensors, measuring the ‘invisible’ bioelectrical changes that occur from inside the body. This thesis proposes a motivation and methodology for using physiological sensory data as an expressive resource for technology-mediated interactions. Initialised from a thorough discussion on state-of-the-art technologies and established design principles regarding this topic, then applied to a novel approach alongside a selection of practice works to compliment this. We advocate for aesthetic experience, experimenting with abstract representations. Atypically from prevailing Affective Computing systems, the intention is not to infer or classify emotion but rather to create new opportunities for rich gestural exchange, unconfined to the verbal domain. Given the preliminary proposition of non-representation, we justify a correspondence with modern Machine Learning and multimedia interaction strategies, applying an iterative, human-centred approach to improve personalisation without the compromising emotional potential of bodily gesture. Where related studies in the past have successfully provoked strong design concepts through innovative fabrications, these are typically limited to simple linear, one-to-one mappings and often neglect multi-user environments; we foresee a vast potential. In our use cases, we adopt neural network architectures to generate highly granular biofeedback from low-dimensional input data. We present the following proof-of-concepts: Breathing Correspondence, a wearable biofeedback system inspired by Somaesthetic design principles; Latent Steps, a real-time auto-encoder to represent bodily experiences from sensor data, designed for dance performance; and Anti-Social Distancing Ensemble, an installation for public space interventions, analysing physical distance to generate a collective soundscape. Key findings are extracted from the individual reports to formulate an extensive technical and theoretical framework around this topic. The projects first aim to embrace some alternative perspectives already established within Affective Computing research. From here, these concepts evolve deeper, bridging theories from contemporary creative and technical practices with the advancement of biomedical technologies.Historicamente, os processos de comunicação implicam a transferência de informação entre organismos, mas este fenómeno está constantemente a adaptar-se a novos padrões tecnológicos e culturais. Num contexto digital, é comum encontrar sistemas que giram em torno de modalidades verbais. Contudo, a análise comportamental fundamentada na investigação psicológica chama a atenção para a informação emocional revelada por sinais sociais não verbais, em particular, acções que são involuntárias. Esta noção circulou fortemente em vários campos interdisciplinares de investigação na área das ciências da computação, dos quais surgiram múltiplos estudos, correlacionando a actividade nãoverbal com inferências sócio-afectivas. Estes são frequentemente derivados de alguma forma de captura de movimento e sensores “wearable”, medindo as alterações bioeléctricas “invisíveis” que ocorrem no interior do corpo. Nesta tese, propomos uma motivação e metodologia para a utilização de dados sensoriais fisiológicos como um recurso expressivo para interacções mediadas pela tecnologia. Iniciada a partir de uma discussão aprofundada sobre tecnologias de ponta e princípios de concepção estabelecidos relativamente a este tópico, depois aplicada a uma nova abordagem, juntamente com uma selecção de trabalhos práticos, para complementar esta. Defendemos a experiência estética, experimentando com representações abstractas. Contrariamente aos sistemas de Computação Afectiva predominantes, a intenção não é inferir ou classificar a emoção, mas sim criar novas oportunidades para uma rica troca gestual, não confinada ao domínio verbal. Dada a proposta preliminar de não representação, justificamos uma correspondência com estratégias modernas de Machine Learning e interacção multimédia, aplicando uma abordagem iterativa e centrada no ser humano para melhorar a personalização sem o potencial emocional comprometedor do gesto corporal. Nos casos em que estudos anteriores demonstraram com sucesso conceitos de design fortes através de fabricações inovadoras, estes limitam-se tipicamente a simples mapeamentos lineares, um-para-um, e muitas vezes negligenciam ambientes multi-utilizadores; com este trabalho, prevemos um potencial alargado. Nos nossos casos de utilização, adoptamos arquitecturas de redes neurais para gerar biofeedback altamente granular a partir de dados de entrada de baixa dimensão. Apresentamos as seguintes provas de conceitos: Breathing Correspondence, um sistema de biofeedback wearable inspirado nos princípios de design somaestético; Latent Steps, um modelo autoencoder em tempo real para representar experiências corporais a partir de dados de sensores, concebido para desempenho de dança; e Anti-Social Distancing Ensemble, uma instalação para intervenções no espaço público, analisando a distância física para gerar uma paisagem sonora colectiva. Os principais resultados são extraídos dos relatórios individuais, para formular um quadro técnico e teórico alargado para expandir sobre este tópico. Os projectos têm como primeiro objectivo abraçar algumas perspectivas alternativas às que já estão estabelecidas no âmbito da investigação da Computação Afectiva. A partir daqui, estes conceitos evoluem mais profundamente, fazendo a ponte entre as teorias das práticas criativas e técnicas contemporâneas com o avanço das tecnologias biomédicas

    You Can\u27t Get There from Here: Movement SF and the Picaresque

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    This dissertation examines the crisis of authenticity in postmodern culture and argues that contemporary science fiction, specifically the subgenre of Movement SF, has evolved a unique answer to this crisis by adopting, perhaps spontaneously, the picaresque narrative structure. Postmodern fiction has a tenuous relationship with the issue of authenticity, such that the average postmodern subject is utterly without true authenticity at all, alternately victim to the socioeconomic conditions of his or her culture and to the elision of the self as a result of the homogenizing effects of advertising, television, etc. Postmodern SF also carries this bleak perception of the possibility of agency; William Gibson\u27s Sprawl and Bridge trilogies are rife with negations of human agency at the metaphorical hands of various aspects and incarnations of what Fredric Jameson terms the technological sublime. This dissertation puts forth the argument that a group of post-Eighties SF texts all participate in a spontaneous revival of the picaresque mode, using the picaresque journey and related motifs to re-authenticate subjects whose identity and agency are being erased by powerful social and economic forces exterior to and normally imperceptible by the individual. This dissertation is organized around three loosely connected parts. Part 1 attempts to define Movement SF by separating the various, often confusing marketing labels (such as cyberpunk, postcyberpunk, etc.) and extracting a cluster of core characteristics that have shaped the genre since its inception in the early 80s. Part 1 further examines how these core characteristics (or premises) of Movement SF provide fertile ground for picaresque narrative strategies. Part 2 describes in detail the picaresque as it appears in Movement SF, examining worldbuilding strategies, the persistence and evolution of tropes and motifs common to the traditional picaresque, and the generation of new tropes and motifs unique to Movement picaresques. Part 3 examines the spatial tactics used in Movement picaresque narratives to enable picaresque marginality in totalized, globalized environments. Furthermore, Part 3 examines the use of psychological plurality as an internal tactic to escape closed environments

    Interactive Sound in Performance Ecologies: Studying Connections among Actors and Artifacts

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    This thesis’s primary goal is to investigate performance ecologies, that is the compound of humans, artifacts and environmental elements that contribute to the result of a per- formance. In particular, this thesis focuses on designing new interactive technologies for sound and music. The goal of this thesis leads to the following Research Questions (RQs): • RQ1 How can the design of interactive sonic artifacts support a joint expression across different actors (composers, choreographers, and performers, musicians, and dancers) in a given performance ecology? • RQ2 How does each different actor influence the design of different artifacts, and what impact does this have on the overall artwork? • RQ3 How do the different actors in the same ecology interact, and appropriate an interactive artifact? To reply to these questions, a new framework named ARCAA has been created. In this framework, all the Actors of a given ecology are connected to all the Artifacts throughout three layers: Role, Context and Activity. This framework is then applied to one systematic literature review, two case studies on music performance and one case study in dance performance. The studies help to better understand the shaded roles of composers, per- formers, instrumentalists, dancers, and choreographers, which is relevant to better design interactive technologies for performances. Finally, this thesis proposes a new reflection on the blurred distinction between composing and designing a new instrument in a context that involves a multitude of actors. Overall, this work introduces the following contributions to the field of interaction design applied to music technology: 1) ARCAA, a framework to analyse the set of inter- connected relationship in interactive (music) performances, validated through 2 music studies, 1 dance study and 1 systematic literature analysis; 2) Recommendations for de- signing music interactive system for performance (music or dance), accounting for the needs of the various actors and for the overlapping on music composition and design of in- teractive technology; 3) A taxonomy of how scores have shaped performance ecologies in NIME, based on a systematic analysis of the literature on score in the NIME proceedings; 4) Proposal of a methodological approach combining autobiographical and idiographical design approaches in interactive performances.O objetivo principal desta tese é investigar as ecologias performativas, conjunto formado pelos participantes humanos, artefatos e elementos ambientais que contribuem para o resultado de uma performance. Em particular, esta tese foca-se na conceção de novas tecnologias interativas para som e música. O objetivo desta tese originou as seguintes questões de investigação (Research Questions RQs): • RQ1 Como o design de artefatos sonoros interativos pode apoiar a expressão con- junta entre diferentes atores (compositores, coreógrafos e performers, músicos e dançarinos) numa determinada ecologia performativa? • RQ2 Como cada ator influencia o design de diferentes artefatos e que impacto isso tem no trabalho artístico global? • RQ3 Como os diferentes atores de uma mesma ecologia interagem e se apropriam de um artefato interativo? Para responder a essas perguntas, foi criado uma nova framework chamada ARCAA. Nesta framework, todos os atores (Actores) de uma dada ecologia estão conectados a todos os artefatos (Artefacts) através de três camadas: Role, Context e Activity. Esta framework foi então aplicada a uma revisão sistemática da literatura, a dois estudos de caso sobre performance musical e a um estudo de caso em performance de dança. Estes estudos aju- daram a comprender melhor os papéis desempenhados pelos compositores, intérpretes, instrumentistas, dançarinos e coreógrafos, o que é relevante para melhor projetar as tec- nologias interativas para performances. Por fim, esta tese propõe uma nova reflexão sobre a distinção entre compor e projetar um novo instrumento num contexto que envolve uma multiplicidade de atores. Este trabalho apresenta as seguintes contribuições principais para o campo do design de interação aplicado à tecnologia musical: 1) ARCAA, uma framework para analisar o conjunto de relações interconectadas em performances interativas, validado através de dois estudos de caso relacionados com a música, um estudo de caso relacionado com a dança e uma análise sistemática da literatura; 2) Recomendações para o design de sistemas interativos musicais para performance (música ou dança), tendo em conta as necessidades dos vários atores e a sobreposição entre a composição musical e o design de tecnologia interactiva; 3) Uma taxonomia sobre como as partituras musicais moldaram as ecologias performativas no NIME, com base numa análise sistemática da literatura dos artigos apresentados e publicados nestas conferência; 4) Proposta de uma aborda- gem metodológica combinando abordagens de design autobiográfico e idiográfico em performances interativas

    Applying Artificial Intelligence and Machine Learning Techniques to Create Varying Play Style in Artificial Game Opponents

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    Artificial Intelligence is quickly becoming an integral part of the modern world, employed in almost every modern industry we interact with. Whether it be self-drive cars, integration with our web clients or the creation of actual intelligent companions such as Xiaoice1, artificial intelligence is now an integrated and critical part of our daily existence. The application of artificial intelligence to games has been explored for several decades, with many agents now competing at a high level in strategic games which prove challenging for human players (e.g. Go and Chess). With artificial intelligence now able to produce strong opponents for many games, we are more concerned with the style of play of artificial agents, rather than simply their strength. Our work here focusses on the modification of artificial game opponents to create varied playstyle in complex games. We explore several techniques of modifying Monte Carlo Tree Search in an attempt to create different styles of play, thus changing the experience for human opponents playing against them. We also explore improving artificial agent strength, both by investigating parallelization of MCTS and by using Association Rule Mining to predict opponent’s choices, thus improving our ability to play well against them
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