12,687 research outputs found

    Impact of haptic 'touching' technology on cultural applications

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    6G White Paper on Machine Learning in Wireless Communication Networks

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    The focus of this white paper is on machine learning (ML) in wireless communications. 6G wireless communication networks will be the backbone of the digital transformation of societies by providing ubiquitous, reliable, and near-instant wireless connectivity for humans and machines. Recent advances in ML research has led enable a wide range of novel technologies such as self-driving vehicles and voice assistants. Such innovation is possible as a result of the availability of advanced ML models, large datasets, and high computational power. On the other hand, the ever-increasing demand for connectivity will require a lot of innovation in 6G wireless networks, and ML tools will play a major role in solving problems in the wireless domain. In this paper, we provide an overview of the vision of how ML will impact the wireless communication systems. We first give an overview of the ML methods that have the highest potential to be used in wireless networks. Then, we discuss the problems that can be solved by using ML in various layers of the network such as the physical layer, medium access layer, and application layer. Zero-touch optimization of wireless networks using ML is another interesting aspect that is discussed in this paper. Finally, at the end of each section, important research questions that the section aims to answer are presented

    A Comprehensive Survey of the Tactile Internet: State of the art and Research Directions

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    The Internet has made several giant leaps over the years, from a fixed to a mobile Internet, then to the Internet of Things, and now to a Tactile Internet. The Tactile Internet goes far beyond data, audio and video delivery over fixed and mobile networks, and even beyond allowing communication and collaboration among things. It is expected to enable haptic communication and allow skill set delivery over networks. Some examples of potential applications are tele-surgery, vehicle fleets, augmented reality and industrial process automation. Several papers already cover many of the Tactile Internet-related concepts and technologies, such as haptic codecs, applications, and supporting technologies. However, none of them offers a comprehensive survey of the Tactile Internet, including its architectures and algorithms. Furthermore, none of them provides a systematic and critical review of the existing solutions. To address these lacunae, we provide a comprehensive survey of the architectures and algorithms proposed to date for the Tactile Internet. In addition, we critically review them using a well-defined set of requirements and discuss some of the lessons learned as well as the most promising research directions

    A Utility Framework for Selecting Immersive Interactive Capability and Technology for Virtual Laboratories

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    There has been an increase in the use of virtual reality (VR) technology in the education community since VR is emerging as a potent educational tool that offers students with a rich source of educational material and makes learning exciting and interactive. With a rise of popularity and market expansion in VR technology in the past few years, a variety of consumer VR electronics have boosted educators and researchers’ interest in using these devices for practicing engineering and science laboratory experiments. However, little is known about how such devices may be well-suited for active learning in a laboratory environment. This research aims to address this gap by formulating a utility framework to help educators and decision-makers efficiently select a type of VR device that matches with their design and capability requirements for their virtual laboratory blueprint. Furthermore, a framework use case is demonstrated by not only surveying five types of VR devices ranging from low-immersive to full-immersive along with their capabilities (i.e., hardware specifications, cost, and availability) but also considering the interaction techniques in each VR device based on the desired laboratory task. To validate the framework, a research study is carried out to compare these five VR devices and investigate which device can provide an overall best-fit for a 3D virtual laboratory content that we implemented based on the interaction level, usability and performance effectiveness

    Policy and Practice Brief: Conducting Outreach to Transition-Aged Youth; Strategies for Reaching Out to Youth with Disabilities, Their Families, and Agencies that Serve Them

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    This brief focuses on strategies for assisting Benefits Planning, Assistance and Outreach Programs and Protection and Advocacy Projects in conducting outreach to transition-aged youth. Practical applications are identified and resources are provided to assist projects in reaching this untapped population

    Visualisation techniques, human perception and the built environment

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    Historically, architecture has a wealth of visualisation techniques that have evolved throughout the period of structural design, with Virtual Reality (VR) being a relatively recent addition to the toolbox. To date the effectiveness of VR has been demonstrated from conceptualisation through to final stages and maintenance, however, its full potential has yet to be realised (Bouchlaghem et al, 2005). According to Dewey (1934), perceptual integration was predicted to be transformational; as the observer would be able to ‘engage’ with the virtual environment. However, environmental representations are predominately focused on the area of vision, regardless of evidence stating that the experience is multi sensory. In addition, there is a marked lack of research exploring the complex interaction of environmental design and the user, such as the role of attention or conceptual interpretation. This paper identifies the potential of VR models to aid communication for the Built Environment with specific reference to human perception issues

    Elastic lines on splayed columnar defects studied numerically

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    We investigate by exact optimization method properties of two- and three-dimensional systems of elastic lines in presence of splayed columnar disorder. The ground state of many lines is separable both in 2d and 3d leading to a random walk -like roughening in 2d and ballistic behavior in 3d. Furthermore, we find that in the case of pure splayed columnar disorder in contrast to point disorder there is no entanglement transition in 3d. Entanglement can be triggered by perturbing the pure splay system with point defects.Comment: 9 pages, 11 figures. Accepted for publication in PR
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