273,176 research outputs found

    Reconfigurable Intelligent Surface (RIS) Design for 5G N260 Frequency Band

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    In This Paper, a New Low Profile Reconfigurable Intelligent Surface Design with High Resolution Steering Reflector and Wide Frequency Band Width is Proposed at N260 Frequency Band, Used for 5G New Radio Applications. the Dynamic Reflection Phase and Tunability is Realized by Integrating of Varactor Diode with Each Unit Cell. This Study Presents Design Procedures, Reflection Simulation Verifications, and the Effects of Important Parameters on the Performance of the Proposed Novel Resonant Unit Cell. the Proposed Unit Cell Offers a Dynamic Reflection Phase Range of More Than 270° at a Wide Frequency Bandwidth. Simulation Results of Beam Steering Capability in Horizontal Plane at 38 GHz is Presented to Verify the Design Performance of the RIS

    Methodology to assess safety effects of future Intelligent Transport Systems on railway level crossings

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    There is consistent evidence showing that driver behaviour contributes to crashes and near miss incidents at railway level crossings (RLXs). The development of emerging Vehicle-to-Vehicle and Vehicle-to-Infrastructure technologies is a highly promising approach to improve RLX safety. To date, research has not evaluated comprehensively the potential effects of such technologies on driving behaviour at RLXs. This paper presents an on-going research programme assessing the impacts of such new technologies on human factors and drivers’ situational awareness at RLX. Additionally, requirements for the design of such promising technologies and ways to display safety information to drivers were systematically reviewed. Finally, a methodology which comprehensively assesses the effects of in-vehicle and road-based interventions warning the driver of incoming trains at RLXs is discussed, with a focus on both benefits and potential negative behavioural adaptations. The methodology is designed for implementation in a driving simulator and covers compliance, control of the vehicle, distraction, mental workload and drivers’ acceptance. This study has the potential to provide a broad understanding of the effects of deploying new in-vehicle and road-based technologies at RLXs and hence inform policy makers on safety improvements planning for RLX

    A Feature Learning Siamese Model for Intelligent Control of the Dynamic Range Compressor

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    In this paper, a siamese DNN model is proposed to learn the characteristics of the audio dynamic range compressor (DRC). This facilitates an intelligent control system that uses audio examples to configure the DRC, a widely used non-linear audio signal conditioning technique in the areas of music production, speech communication and broadcasting. Several alternative siamese DNN architectures are proposed to learn feature embeddings that can characterise subtle effects due to dynamic range compression. These models are compared with each other as well as handcrafted features proposed in previous work. The evaluation of the relations between the hyperparameters of DNN and DRC parameters are also provided. The best model is able to produce a universal feature embedding that is capable of predicting multiple DRC parameters simultaneously, which is a significant improvement from our previous research. The feature embedding shows better performance than handcrafted audio features when predicting DRC parameters for both mono-instrument audio loops and polyphonic music pieces.Comment: 8 pages, accepted in IJCNN 201

    A Semantic Approach To Autonomous Mixing

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    Developing serious games for cultural heritage: a state-of-the-art review

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    Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum visits, has been less well considered. The state-of-the-art in serious game technology is identical to that of the state-of-the-art in entertainment games technology. As a result, the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence. On the other hand, the main strengths of serious gaming applications may be generalised as being in the areas of communication, visual expression of information, collaboration mechanisms, interactivity and entertainment. In this report, we will focus on the state-of-the-art with respect to the theories, methods and technologies used in serious heritage games. We provide an overview of existing literature of relevance to the domain, discuss the strengths and weaknesses of the described methods and point out unsolved problems and challenges. In addition, several case studies illustrating the application of methods and technologies used in cultural heritage are presented
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