7,921 research outputs found

    Evaluating Model Testing and Model Checking for Finding Requirements Violations in Simulink Models

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    Matlab/Simulink is a development and simulation language that is widely used by the Cyber-Physical System (CPS) industry to model dynamical systems. There are two mainstream approaches to verify CPS Simulink models: model testing that attempts to identify failures in models by executing them for a number of sampled test inputs, and model checking that attempts to exhaustively check the correctness of models against some given formal properties. In this paper, we present an industrial Simulink model benchmark, provide a categorization of different model types in the benchmark, describe the recurring logical patterns in the model requirements, and discuss the results of applying model checking and model testing approaches to identify requirements violations in the benchmarked models. Based on the results, we discuss the strengths and weaknesses of model testing and model checking. Our results further suggest that model checking and model testing are complementary and by combining them, we can significantly enhance the capabilities of each of these approaches individually. We conclude by providing guidelines as to how the two approaches can be best applied together.Comment: 10 pages + 2 page reference

    Virtual Reality Interfaces for Product Design: Finding User Interface solutions for design creation within Virtual Reality

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    The focus of Virtual Reality has gone from research to widespread adoption in entertainment and practical directions, like automotive design and architectural visualization. With that, we have to take into consideration the best way to give in-experience control to the user and the interaction within the interface. Recent studies explore the ergonomic considerations and zones of content for VR interfaces. But Virtual Reality interaction design has a long way to go and nowadays is done mainly like a projection of 2D screens, with planar interfaces in the 3D space, almost ignoring the immersive potential of the Virtual Reality medium (Alger 2015; Google Developers 2017). Designers that work with 3D objects might find it difficult to make design decisions and validate their concepts based on context and empathy. To help with this, they often prototype, which can take a great deal of time and effort. Virtual reality can be a tool that improves the process and gives the designer an unconstrained and flexible canvas. By reimagining interactions for Virtual Reality, this thesis aims to create interface tools that help designers explore shape and manipulate their designs

    Bio­-inspired approaches to the control and modelling of an anthropomimetic robot

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    Introducing robots into human environments requires them to handle settings designed specifically for human size and morphology, however, large, conventional humanoid robots with stiff, high powered joint actuators pose a significant danger to humans. By contrast, “anthropomimetic” robots mimic both human morphology and internal structure; skeleton, muscles, compliance and high redundancy. Although far safer, their resultant compliant structure presents a formidable challenge to conventional control. Here we review, and seek to address, characteristic control issues of this class of robot, whilst exploiting their biomimetic nature by drawing upon biological motor control research. We derive a novel learning controller for discovering effective reaching actions created through sustained activation of one or more muscle synergies, an approach which draws upon strong, recent evidence from animal and humans studies, but is almost unexplored to date in musculoskeletal robot literature. Since the best synergies for a given robot will be unknown, we derive a deliberately simple reinforcement learning approach intended to allow their emergence, in particular those patterns which aid linearization of control. We also draw upon optimal control theories to encourage the emergence of smoother movement by incorporating signal dependent noise and trial repetition. In addition, we argue the utility of developing a detailed dynamic model of a complete robot and present a stable, physics-­‐‑based model, of the anthropomimetic ECCERobot, running in real time with 55 muscles and 88 degrees of freedom. Using the model, we find that effective reaching actions can be learned which employ only two sequential motor co-­‐‑activation patterns, each controlled by just a single common driving signal. Factor analysis shows the emergent muscle co-­‐‑activations can be reconstructed to significant accuracy using weighted combinations of only 13 common fragments, labelled “candidate synergies”. Using these synergies as drivable units the same controller learns the same task both faster and better, however, other reaching tasks perform less well, proportional to dissimilarity; we therefore propose that modifications enabling emergence of a more generic set of synergies are required. Finally, we propose a continuous controller for the robot, based on model predictive control, incorporating our model as a predictive component for state estimation, delay-­‐‑ compensation and planning, including merging of the robot and sensed environment into a single model. We test the delay compensation mechanism by controlling a second copy of the model acting as a proxy for the real robot, finding that performance is significantly improved if a precise degree of compensation is applied and show how rapidly an un-­‐‑compensated controller fails as the model accuracy degrades

    Learning and Production of Movement Sequences: Behavioral, Neurophysiological, and Modeling Perspectives

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    A growing wave of behavioral studies, using a wide variety of paradigms that were introduced or greatly refined in recent years, has generated a new wealth of parametric observations about serial order behavior. What was a mere trickle of neurophysiological studies has grown to a more steady stream of probes of neural sites and mechanisms underlying sequential behavior. Moreover, simulation models of serial behavior generation have begun to open a channel to link cellular dynamics with cognitive and behavioral dynamics. Here we summarize the major results from prominent sequence learning and performance tasks, namely immediate serial recall, typing, 2XN, discrete sequence production, and serial reaction time. These populate a continuum from higher to lower degrees of internal control of sequential organization. The main movement classes covered are speech and keypressing, both involving small amplitude movements that are very amenable to parametric study. A brief synopsis of classes of serial order models, vis-à-vis the detailing of major effects found in the behavioral data, leads to a focus on competitive queuing (CQ) models. Recently, the many behavioral predictive successes of CQ models have been joined by successful prediction of distinctively patterend electrophysiological recordings in prefrontal cortex, wherein parallel activation dynamics of multiple neural ensembles strikingly matches the parallel dynamics predicted by CQ theory. An extended CQ simulation model-the N-STREAMS neural network model-is then examined to highlight issues in ongoing attemptes to accomodate a broader range of behavioral and neurophysiological data within a CQ-consistent theory. Important contemporary issues such as the nature of working memory representations for sequential behavior, and the development and role of chunks in hierarchial control are prominent throughout.Defense Advanced Research Projects Agency/Office of Naval Research (N00014-95-1-0409); National Institute of Mental Health (R01 DC02852
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