5,411 research outputs found

    Review of Computational Fluid Dynamics Analysis in Biomimetic Applications for Underwater Vehicles

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    Biomimetics, which draws inspiration from nature, has emerged as a key approach in the development of underwater vehicles. The integration of this approach with computational fluid dynamics (CFD) has further propelled research in this field. CFD, as an effective tool for dynamic analysis, contributes significantly to understanding and resolving complex fluid dynamic problems in underwater vehicles. Biomimetics seeks to harness innovative inspiration from the biological world. Through the imitation of the structure, behavior, and functions of organisms, biomimetics enables the creation of efficient and unique designs. These designs are aimed at enhancing the speed, reliability, and maneuverability of underwater vehicles, as well as reducing drag and noise. CFD technology, which is capable of precisely predicting and simulating fluid flow behaviors, plays a crucial role in optimizing the structural design of underwater vehicles, thereby significantly enhancing their hydrodynamic and kinematic performances. Combining biomimetics and CFD technology introduces a novel approach to underwater vehicle design and unveils broad prospects for research in natural science and engineering applications. Consequently, this paper aims to review the application of CFD technology in the biomimicry of underwater vehicles, with a primary focus on biomimetic propulsion, biomimetic drag reduction, and biomimetic noise reduction. Additionally, it explores the challenges faced in this field and anticipates future advancements

    Authentication enhancement in command and control networks: (a study in Vehicular Ad-Hoc Networks)

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    Intelligent transportation systems contribute to improved traffic safety by facilitating real time communication between vehicles. By using wireless channels for communication, vehicular networks are susceptible to a wide range of attacks, such as impersonation, modification, and replay. In this context, securing data exchange between intercommunicating terminals, e.g., vehicle-to-everything (V2X) communication, constitutes a technological challenge that needs to be addressed. Hence, message authentication is crucial to safeguard vehicular ad-hoc networks (VANETs) from malicious attacks. The current state-of-the-art for authentication in VANETs relies on conventional cryptographic primitives, introducing significant computation and communication overheads. In this challenging scenario, physical (PHY)-layer authentication has gained popularity, which involves leveraging the inherent characteristics of wireless channels and the hardware imperfections to discriminate between wireless devices. However, PHY-layerbased authentication cannot be an alternative to crypto-based methods as the initial legitimacy detection must be conducted using cryptographic methods to extract the communicating terminal secret features. Nevertheless, it can be a promising complementary solution for the reauthentication problem in VANETs, introducing what is known as “cross-layer authentication.” This thesis focuses on designing efficient cross-layer authentication schemes for VANETs, reducing the communication and computation overheads associated with transmitting and verifying a crypto-based signature for each transmission. The following provides an overview of the proposed methodologies employed in various contributions presented in this thesis. 1. The first cross-layer authentication scheme: A four-step process represents this approach: initial crypto-based authentication, shared key extraction, re-authentication via a PHY challenge-response algorithm, and adaptive adjustments based on channel conditions. Simulation results validate its efficacy, especially in low signal-to-noise ratio (SNR) scenarios while proving its resilience against active and passive attacks. 2. The second cross-layer authentication scheme: Leveraging the spatially and temporally correlated wireless channel features, this scheme extracts high entropy shared keys that can be used to create dynamic PHY-layer signatures for authentication. A 3-Dimensional (3D) scattering Doppler emulator is designed to investigate the scheme’s performance at different speeds of a moving vehicle and SNRs. Theoretical and hardware implementation analyses prove the scheme’s capability to support high detection probability for an acceptable false alarm value ≀ 0.1 at SNR ≄ 0 dB and speed ≀ 45 m/s. 3. The third proposal: Reconfigurable intelligent surfaces (RIS) integration for improved authentication: Focusing on enhancing PHY-layer re-authentication, this proposal explores integrating RIS technology to improve SNR directed at designated vehicles. Theoretical analysis and practical implementation of the proposed scheme are conducted using a 1-bit RIS, consisting of 64 × 64 reflective units. Experimental results show a significant improvement in the Pd, increasing from 0.82 to 0.96 at SNR = − 6 dB for multicarrier communications. 4. The fourth proposal: RIS-enhanced vehicular communication security: Tailored for challenging SNR in non-line-of-sight (NLoS) scenarios, this proposal optimises key extraction and defends against denial-of-service (DoS) attacks through selective signal strengthening. Hardware implementation studies prove its effectiveness, showcasing improved key extraction performance and resilience against potential threats. 5. The fifth cross-layer authentication scheme: Integrating PKI-based initial legitimacy detection and blockchain-based reconciliation techniques, this scheme ensures secure data exchange. Rigorous security analyses and performance evaluations using network simulators and computation metrics showcase its effectiveness, ensuring its resistance against common attacks and time efficiency in message verification. 6. The final proposal: Group key distribution: Employing smart contract-based blockchain technology alongside PKI-based authentication, this proposal distributes group session keys securely. Its lightweight symmetric key cryptography-based method maintains privacy in VANETs, validated via Ethereum’s main network (MainNet) and comprehensive computation and communication evaluations. The analysis shows that the proposed methods yield a noteworthy reduction, approximately ranging from 70% to 99%, in both computation and communication overheads, as compared to the conventional approaches. This reduction pertains to the verification and transmission of 1000 messages in total

    Impact of Imaging and Distance Perception in VR Immersive Visual Experience

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    Virtual reality (VR) headsets have evolved to include unprecedented viewing quality. Meanwhile, they have become lightweight, wireless, and low-cost, which has opened to new applications and a much wider audience. VR headsets can now provide users with greater understanding of events and accuracy of observation, making decision-making faster and more effective. However, the spread of immersive technologies has shown a slow take-up, with the adoption of virtual reality limited to a few applications, typically related to entertainment. This reluctance appears to be due to the often-necessary change of operating paradigm and some scepticism towards the "VR advantage". The need therefore arises to evaluate the contribution that a VR system can make to user performance, for example to monitoring and decision-making. This will help system designers understand when immersive technologies can be proposed to replace or complement standard display systems such as a desktop monitor. In parallel to the VR headsets evolution there has been that of 360 cameras, which are now capable to instantly acquire photographs and videos in stereoscopic 3D (S3D) modality, with very high resolutions. 360° images are innately suited to VR headsets, where the captured view can be observed and explored through the natural rotation of the head. Acquired views can even be experienced and navigated from the inside as they are captured. The combination of omnidirectional images and VR headsets has opened to a new way of creating immersive visual representations. We call it: photo-based VR. This represents a new methodology that combines traditional model-based rendering with high-quality omnidirectional texture-mapping. Photo-based VR is particularly suitable for applications related to remote visits and realistic scene reconstruction, useful for monitoring and surveillance systems, control panels and operator training. The presented PhD study investigates the potential of photo-based VR representations. It starts by evaluating the role of immersion and user’s performance in today's graphical visual experience, to then use it as a reference to develop and evaluate new photo-based VR solutions. With the current literature on photo-based VR experience and associated user performance being very limited, this study builds new knowledge from the proposed assessments. We conduct five user studies on a few representative applications examining how visual representations can be affected by system factors (camera and display related) and how it can influence human factors (such as realism, presence, and emotions). Particular attention is paid to realistic depth perception, to support which we develop target solutions for photo-based VR. They are intended to provide users with a correct perception of space dimension and objects size. We call it: true-dimensional visualization. The presented work contributes to unexplored fields including photo-based VR and true-dimensional visualization, offering immersive system designers a thorough comprehension of the benefits, potential, and type of applications in which these new methods can make the difference. This thesis manuscript and its findings have been partly presented in scientific publications. In particular, five conference papers on Springer and the IEEE symposia, [1], [2], [3], [4], [5], and one journal article in an IEEE periodical [6], have been published

    A Survey on Few-Shot Class-Incremental Learning

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    Large deep learning models are impressive, but they struggle when real-time data is not available. Few-shot class-incremental learning (FSCIL) poses a significant challenge for deep neural networks to learn new tasks from just a few labeled samples without forgetting the previously learned ones. This setup can easily leads to catastrophic forgetting and overfitting problems, severely affecting model performance. Studying FSCIL helps overcome deep learning model limitations on data volume and acquisition time, while improving practicality and adaptability of machine learning models. This paper provides a comprehensive survey on FSCIL. Unlike previous surveys, we aim to synthesize few-shot learning and incremental learning, focusing on introducing FSCIL from two perspectives, while reviewing over 30 theoretical research studies and more than 20 applied research studies. From the theoretical perspective, we provide a novel categorization approach that divides the field into five subcategories, including traditional machine learning methods, meta learning-based methods, feature and feature space-based methods, replay-based methods, and dynamic network structure-based methods. We also evaluate the performance of recent theoretical research on benchmark datasets of FSCIL. From the application perspective, FSCIL has achieved impressive achievements in various fields of computer vision such as image classification, object detection, and image segmentation, as well as in natural language processing and graph. We summarize the important applications. Finally, we point out potential future research directions, including applications, problem setups, and theory development. Overall, this paper offers a comprehensive analysis of the latest advances in FSCIL from a methodological, performance, and application perspective

    LIPIcs, Volume 251, ITCS 2023, Complete Volume

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    LIPIcs, Volume 251, ITCS 2023, Complete Volum

    RGB-Only Reconstruction of Tabletop Scenes for Collision-Free Manipulator Control

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    We present a system for collision-free control of a robot manipulator that uses only RGB views of the world. Perceptual input of a tabletop scene is provided by multiple images of an RGB camera (without depth) that is either handheld or mounted on the robot end effector. A NeRF-like process is used to reconstruct the 3D geometry of the scene, from which the Euclidean full signed distance function (ESDF) is computed. A model predictive control algorithm is then used to control the manipulator to reach a desired pose while avoiding obstacles in the ESDF. We show results on a real dataset collected and annotated in our lab.Comment: ICRA 2023. Project page at https://ngp-mpc.github.io

    Arena-Rosnav 2.0: A Development and Benchmarking Platform for Robot Navigation in Highly Dynamic Environments

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    Following up on our previous works, in this paper, we present Arena-Rosnav 2.0 an extension to our previous works Arena-Bench and Arena-Rosnav, which adds a variety of additional modules for developing and benchmarking robotic navigation approaches. The platform is fundamentally restructured and provides unified APIs to add additional functionalities such as planning algorithms, simulators, or evaluation functionalities. We have included more realistic simulation and pedestrian behavior and provide a profound documentation to lower the entry barrier. We evaluated our system by first, conducting a user study in which we asked experienced researchers as well as new practitioners and students to test our system. The feedback was mostly positive and a high number of participants are utilizing our system for other research endeavors. Finally, we demonstrate the feasibility of our system by integrating two new simulators and a variety of state of the art navigation approaches and benchmark them against one another. The platform is openly available at https://github.com/Arena-Rosnav.Comment: 8 pages, 5 figure

    La traduzione specializzata all’opera per una piccola impresa in espansione: la mia esperienza di internazionalizzazione in cinese di Bioretics© S.r.l.

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    Global markets are currently immersed in two all-encompassing and unstoppable processes: internationalization and globalization. While the former pushes companies to look beyond the borders of their country of origin to forge relationships with foreign trading partners, the latter fosters the standardization in all countries, by reducing spatiotemporal distances and breaking down geographical, political, economic and socio-cultural barriers. In recent decades, another domain has appeared to propel these unifying drives: Artificial Intelligence, together with its high technologies aiming to implement human cognitive abilities in machinery. The “Language Toolkit – Le lingue straniere al servizio dell’internazionalizzazione dell’impresa” project, promoted by the Department of Interpreting and Translation (ForlĂŹ Campus) in collaboration with the Romagna Chamber of Commerce (ForlĂŹ-Cesena and Rimini), seeks to help Italian SMEs make their way into the global market. It is precisely within this project that this dissertation has been conceived. Indeed, its purpose is to present the translation and localization project from English into Chinese of a series of texts produced by Bioretics© S.r.l.: an investor deck, the company website and part of the installation and use manual of the Aliquis© framework software, its flagship product. This dissertation is structured as follows: Chapter 1 presents the project and the company in detail; Chapter 2 outlines the internationalization and globalization processes and the Artificial Intelligence market both in Italy and in China; Chapter 3 provides the theoretical foundations for every aspect related to Specialized Translation, including website localization; Chapter 4 describes the resources and tools used to perform the translations; Chapter 5 proposes an analysis of the source texts; Chapter 6 is a commentary on translation strategies and choices

    Computer Vision-Based Hand Tracking and 3D Reconstruction as a Human-Computer Input Modality with Clinical Application

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    The recent pandemic has impeded patients with hand injuries from connecting in person with their therapists. To address this challenge and improve hand telerehabilitation, we propose two computer vision-based technologies, photogrammetry and augmented reality as alternative and affordable solutions for visualization and remote monitoring of hand trauma without costly equipment. In this thesis, we extend the application of 3D rendering and virtual reality-based user interface to hand therapy. We compare the performance of four popular photogrammetry software in reconstructing a 3D model of a synthetic human hand from videos captured through a smartphone. The visual quality, reconstruction time and geometric accuracy of output model meshes are compared. Reality Capture produces the best result, with output mesh having the least error of 1mm and a total reconstruction time of 15 minutes. We developed an augmented reality app using MediaPipe algorithms that extract hand key points, finger joint coordinates and angles in real-time from hand images or live stream media. We conducted a study to investigate its input variability and validity as a reliable tool for remote assessment of finger range of motion. The intraclass correlation coefficient between DIGITS and in-person measurement obtained is 0.767- 0.81 for finger extension and 0.958–0.857 for finger flexion. Finally, we develop and surveyed the usability of a mobile application that collects patient data medical history, self-reported pain levels and hand 3D models and transfer them to therapists. These technologies can improve hand telerehabilitation, aid clinicians in monitoring hand conditions remotely and make decisions on appropriate therapy, medication, and hand orthoses

    Automated Distinct Bone Segmentation from Computed Tomography Images using Deep Learning

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    Large-scale CT scans are frequently performed for forensic and diagnostic purposes, to plan and direct surgical procedures, and to track the development of bone-related diseases. This often involves radiologists who have to annotate bones manually or in a semi-automatic way, which is a time consuming task. Their annotation workload can be reduced by automated segmentation and detection of individual bones. This automation of distinct bone segmentation not only has the potential to accelerate current workflows but also opens up new possibilities for processing and presenting medical data for planning, navigation, and education. In this thesis, we explored the use of deep learning for automating the segmentation of all individual bones within an upper-body CT scan. To do so, we had to find a network architec- ture that provides a good trade-off between the problem’s high computational demands and the results’ accuracy. After finding a baseline method and having enlarged the dataset, we set out to eliminate the most prevalent types of error. To do so, we introduced an novel method called binary-prediction-enhanced multi-class (BEM) inference, separating the task into two: Distin- guishing bone from non-bone is conducted separately from identifying the individual bones. Both predictions are then merged, which leads to superior results. Another type of error is tack- led by our developed architecture, the Sneaky-Net, which receives additional inputs with larger fields of view but at a smaller resolution. We can thus sneak more extensive areas of the input into the network while keeping the growth of additional pixels in check. Overall, we present a deep-learning-based method that reliably segments most of the over one hundred distinct bones present in upper-body CT scans in an end-to-end trained matter quickly enough to be used in interactive software. Our algorithm has been included in our groups virtual reality medical image visualisation software SpectoVR with the plan to be used as one of the puzzle piece in surgical planning and navigation, as well as in the education of future doctors
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