545 research outputs found
Prohibited Volume Avoidance for Aircraft
This thesis describes the development of a pilot override control system that prevents aircraft
entering critical regions of space, known as prohibited volumes. The aim is to prevent another
9/11 style terrorist attack, as well as act as a general safety system for transport aircraft.
The thesis presents the design and implementation of three core modules in the system; the
trajectory generation algorithm, the trigger mechanism for the pilot override and the trajectory
following element. The trajectory generation algorithm uses a direct multiple shooting strategy
to provide trajectories through online computation that avoid pre-defi ned prohibited volume
exclusion regions, whilst accounting for the manoeuvring capabilities of the aircraft. The trigger
mechanism incorporates the logic that decides the time at which it is suitable for the override to
be activated, an important consideration for ensuring that the system is not overly restrictive
for a pilot. A number of methods are introduced, and for safety purposes a composite trigger
that incorporates di fferent strategies is recommended. Trajectory following is best achieved via
a nonlinear guidance law. The guidance logic sends commands in pitch, roll and yaw to the
control surfaces of the aircraft, in order to closely follow the generated avoidance trajectory.
Testing and validation is performed using a full motion simulator, with volunteers
flying a
representative aircraft model and attempting to penetrate prohibited volumes.
The proof-of-concept system is shown to work well, provided that extreme aircraft manoeuvres
are prevented near the exclusion regions. These hard manoeuvring envelope constraints allow
the trajectory following controllers to follow avoidance trajectories accurately from an initial
state within the bounding set. In order to move the project closer to a commercial product,
operator and regulator input is necessary, particularly due to the radical nature of the pilot
override system
The design-by-adaptation approach to universal access: learning from videogame technology
This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation
Optimizing Fault-Tolerant Quality-Guaranteed Sensor Deployments for UAV Localization in Critical Areas via Computational Geometry
The increasing spreading of small commercial Unmanned Aerial Vehicles (UAVs,
aka drones) presents serious threats for critical areas such as airports, power
plants, governmental and military facilities. In fact, such UAVs can easily
disturb or jam radio communications, collide with other flying objects, perform
espionage activity, and carry offensive payloads, e.g., weapons or explosives.
A central problem when designing surveillance solutions for the localization of
unauthorized UAVs in critical areas is to decide how many triangulating sensors
to use, and where to deploy them to optimise both coverage and cost
effectiveness.
In this article, we compute deployments of triangulating sensors for UAV
localization, optimizing a given blend of metrics, namely: coverage under
multiple sensing quality levels, cost-effectiveness, fault-tolerance. We focus
on large, complex 3D regions, which exhibit obstacles (e.g., buildings),
varying terrain elevation, different coverage priorities, constraints on
possible sensors placement. Our novel approach relies on computational geometry
and statistical model checking, and enables the effective use of off-the-shelf
AI-based black-box optimizers. Moreover, our method allows us to compute a
closed-form, analytical representation of the region uncovered by a sensor
deployment, which provides the means for rigorous, formal certification of the
quality of the latter.
We show the practical feasibility of our approach by computing optimal sensor
deployments for UAV localization in two large, complex 3D critical regions, the
Rome Leonardo Da Vinci International Airport (FCO) and the Vienna International
Center (VIC), using NOMAD as our state-of-the-art underlying optimization
engine. Results show that we can compute optimal sensor deployments within a
few hours on a standard workstation and within minutes on a small parallel
infrastructure
End to End Satellite Servicing and Space Debris Management
There is growing demand for satellite swarms and constellations for global
positioning, remote sensing and relay communication in higher LEO orbits. This
will result in many obsolete, damaged and abandoned satellites that will remain
on-orbit beyond 25 years. These abandoned satellites and space debris maybe
economically valuable orbital real-estate and resources that can be reused,
repaired or upgraded for future use. Space traffic management is critical to
repair damaged satellites, divert satellites into warehouse orbits and
effectively de-orbit satellites and space debris that are beyond repair and
salvage. Current methods for on-orbit capture, servicing and repair require a
large service satellite. However, by accessing abandoned satellites and space
debris, there is an inherent heightened risk of damage to a servicing
spacecraft. Sending multiple small-robots with each robot specialized in a
specific task is a credible alternative, as the system is simple and
cost-effective and where loss of one or more robots does not end the mission.
In this work, we outline an end to end multirobot system to capture damaged and
abandoned spacecraft for salvaging, repair and for de-orbiting. We analyze the
feasibility of sending multiple, decentralized robots that can work
cooperatively to perform capture of the target satellite as a first step,
followed by crawling onto damage satellites to perform detailed mapping. After
obtaining a detailed map of the satellite, the robots will proceed to either
repair and replace or dismantle components for salvage operations. Finally, the
remaining components will be packaged with a de-orbit device for accelerated
de-orbit.Comment: 13 pages, 10 figures, Space Traffic Management Conference. arXiv
admin note: text overlap with arXiv:1809.02028, arXiv:1809.04459,
arXiv:1901.0971
Real-Time Obstacle and Collision Avoidance System for Fixed-Wing Unmanned Aerial Systems
The motivation for the research presented in this dissertation is to provide a two-fold solution to the problem of non-cooperative reactive mid-air threat avoidance for fixed-wing unmanned aerial systems. The first phase is an offline UAS trajectory planning designed for an altitude-specific mission. The second phase leans on the results produced during the first phase to provide intelligent, real-time, reactive mid-air threat avoidance logic. That real-time operating logic provides a given fixed-wing UAS with local threat awareness so it can get a feel for the danger represented by a potential threat before using results produced during the first phase to require aircraft rerouting. The first original contribution of this research is the Advanced Mapping and Waypoint Generator (AMWG), a piece of software which processes publicly available elevation data in order to only retain the information necessary for a given altitude-specific flight mission. The AMWG is what makes systematic offline trajectory possible. The AMWG first creates altitude groups in order to discard elevations points which are not relevant to a specific mission because of the altitude flown at. Those groups referred to as altitude layers can in turn be reused if the original layer becomes unsafe for the altitude range in use, and the other layers are used for altitude re-scheduling in order to update the current altitude layer to a safer layer. Each layer is bounded by a lower and higher altitude, within which terrain contours are considered constant according to a conservative approach involving the principle of natural erosion. The AMWG then proceeds to obstacle contours extraction using threshold and edge detection vision algorithms. A simplification of those obstacle contours and their corresponding free space zones counterparts is performed using a fixed -tolerance Douglas-Peucker algorithm. This simplification allows free space zones to be described by vectors instead of point clouds, which enables UAS point location. The resulting geometry is then processed through a vertical trapezoidal decomposition where for each vertex defining a contour a vertical line is drawn, and the results of this decomposition is a set of trapezoidal cells. The cells corresponding to obstacle contours are then removed from the original trapezoidal decomposition in order to solely retain the obstacle-free trapezoidal cells. After decomposition, cells sharing part of a common edge are considered from a graph theory perspective so it becomes possible to list all acyclic paths between two cells by applying a depth first search (DFS) algorithm. The final product of the AWMG is a network of connected free space trapezoidal cells with embedded connectivity information referred to as the Synthetic Terrain Avoidance (STA network). The walls of the trapezoidal cells are then extruded as the AWMG essentially approximates a three-dimensional world by considering it as a stratification of two-dimensional layers, but the real-time phase needs 3D support. Using the graph conceptual view and the depth first search algorithm, all the connected cell sequences joining the departure to the arrival cell can be listed, a capability which is used during aircraft rerouting. By connecting two adjacent cells' centroids to their common midpoint located on the shared edge, the resulting flying legs remain within the two cells. The next step for paths between two cells is to be converted into flyable paths, and the conversion uses main and fallback methods to achieve that. The preferred method is the closed-form Dubins paths method involving the design of sequences of arc circle-straight line-arc circle (CLC) in order to account for the minimum radius turn constrain of the UAS. An additional geometric transformation is developed and applied to the initial waypoints used in the Dubins method so the flying leg directions are respected which is not possible by using the Dubins method alone. When consecutive waypoints are too close from one another, a condition called the Dubins condition cannot be respected, and the UAS trajectory design switches to the numerical integration of a system of ordinary differential equations accounting for the minimum turning constraint. Using the Dubins method and the ODE method makes it possible for the AWMG to design flyable offline trajectories accounting for the lateral dynamic of the fixed-wing UAS. The second original contribution of this research is the development and demonstration of the Double Dispersion reduction RRT (DDRRT), an algorithm which employs two new developed logic schemes respectively referred to as Punctual Dispersion Reduction (PDR), and Spatial Dispersion Reduction exploration (SDR). The DDRRT is employed during the real-time in-flight phase where it initially assumes a perfect terrain and no unpredictable threat, consequently following a 100% adaptive goal biasing toward the next waypoint in its list. When a threat such as an unpredicted obstacle is detected, the (PDR) acknowledges the fact that the DDRRT tree branches have met an obstacle and the its goal-biasing toward the next waypoint is decreased. If the PDR keeps decreasing, the DDRRT develops awareness of its surrounding obstacles by relaxing its PDR and switching to SDR which has the effect of increasing the dispersion of its branches, but keeping their extension bounded by the cell containing the last good position of the UAS, Csafe. If a number of branches reach a limit proportional to the Csafe and its relative area, then the STA network is queried for alternative rerouting. The two phases provide real-time reactive mid - air threat avoidance scenarios with the ability for a UAS to develop local and realistic threat awareness before considering intelligent rerouting. Either the local exploration of the DDRRT is successful before reaching a maximum number of points, or the STA Network is required to find another route
- …