183,256 research outputs found

    Control-based 4D printing: adaptive 4D-printed systems

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    Building on the recent progress of four-dimensional (4D) printing to produce dynamic structures, this study aimed to bring this technology to the next level by introducing control-based 4D printing to develop adaptive 4D-printed systems with highly versatile multi-disciplinary applications, including medicine, in the form of assisted soft robots, smart textiles as wearable electronics and other industries such as agriculture and microfluidics. This study introduced and analysed adaptive 4D-printed systems with an advanced manufacturing approach for developing stimuli-responsive constructs that organically adapted to environmental dynamic situations and uncertainties as nature does. The adaptive 4D-printed systems incorporated synergic integration of three-dimensional (3D)-printed sensors into 4D-printing and control units, which could be assembled and programmed to transform their shapes based on the assigned tasks and environmental stimuli. This paper demonstrates the adaptivity of these systems via a combination of proprioceptive sensory feedback, modeling and controllers, as well as the challenges and future opportunities they present

    The seamless integration of Web3D technologies with university curricula to engage the changing student cohort

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    The increasing tendency of many university students to study at least some courses at a distance limits their opportunities for the interactions fundamental to learning. Online learning can assist but relies heavily on text, which is limiting for some students. The popularity of computer games, especially among the younger students, and the emergence of networked games and game-like virtual worlds offers opportunities for enhanced interaction in educational applications. For virtual worlds to be widely adopted in higher education it is desirable to have approaches to design and development that are responsive to needs and limited in their resource requirements. Ideally it should be possible for academics without technical expertise to adapt virtual worlds to support their teaching needs. This project identified Web3D, a technology that is based on the X3D standards and which presents 3D virtual worlds within common web browsers, as an approach worth exploring for educational application. The broad goals of the project were to produce exemplars of Web3D for educational use, together with development tools and associated resources to support non-technical academic adopters, and to promote an Australian community of practice to support broader adoption of Web3D in education. During the first year of the project exemplar applications were developed and tested. The Web3D technology was found to be still in a relatively early stage of development in which the application of standards did not ensure reliable operation in different environments. Moreover, ab initio development of virtual worlds and associated tools proved to be more demanding of resources than anticipated and was judged unlikely in the near future to result in systems that non-technical academics could use with confidence. In the second year the emphasis moved to assisting academics to plan and implement teaching in existing virtual worlds that provided relatively easy to use tools for customizing an environment. A project officer worked with participating academics to support the teaching of significant elements of courses within Second LifeTM. This approach was more successful in producing examples of good practice that could be shared with and emulated by other academics. Trials were also conducted with ExitRealityTM, a new Australian technology that presents virtual worlds in a web browser. Critical factors in the success of the project included providing secure access to networked computers with the necessary capability; negotiating the complexity of working across education, design of virtual worlds, and technical requirements; and supporting participants with professional development in the technology and appropriate pedagogy for the new environments. Major challenges encountered included working with experimental technologies that are evolving rapidly and deploying new networked applications on secure university networks. The project has prepared the way for future expansion in the use of virtual worlds for teaching at USQ and has contributed to the emergence of a national network of tertiary educators interested in the educational applications of virtual worlds

    A Survey on Cellular-connected UAVs: Design Challenges, Enabling 5G/B5G Innovations, and Experimental Advancements

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    As an emerging field of aerial robotics, Unmanned Aerial Vehicles (UAVs) have gained significant research interest within the wireless networking research community. As soon as national legislations allow UAVs to fly autonomously, we will see swarms of UAV populating the sky of our smart cities to accomplish different missions: parcel delivery, infrastructure monitoring, event filming, surveillance, tracking, etc. The UAV ecosystem can benefit from existing 5G/B5G cellular networks, which can be exploited in different ways to enhance UAV communications. Because of the inherent characteristics of UAV pertaining to flexible mobility in 3D space, autonomous operation and intelligent placement, these smart devices cater to wide range of wireless applications and use cases. This work aims at presenting an in-depth exploration of integration synergies between 5G/B5G cellular systems and UAV technology, where the UAV is integrated as a new aerial User Equipment (UE) to existing cellular networks. In this integration, the UAVs perform the role of flying users within cellular coverage, thus they are termed as cellular-connected UAVs (a.k.a. UAV-UE, drone-UE, 5G-connected drone, or aerial user). The main focus of this work is to present an extensive study of integration challenges along with key 5G/B5G technological innovations and ongoing efforts in design prototyping and field trials corroborating cellular-connected UAVs. This study highlights recent progress updates with respect to 3GPP standardization and emphasizes socio-economic concerns that must be accounted before successful adoption of this promising technology. Various open problems paving the path to future research opportunities are also discussed.Comment: 30 pages, 18 figures, 9 tables, 102 references, journal submissio

    A survey of carbon nanotube interconnects for energy efficient integrated circuits

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    This article is a review of the state-of-art carbon nanotube interconnects for Silicon application with respect to the recent literature. Amongst all the research on carbon nanotube interconnects, those discussed here cover 1) challenges with current copper interconnects, 2) process & growth of carbon nanotube interconnects compatible with back-end-of-line integration, and 3) modeling and simulation for circuit-level benchmarking and performance prediction. The focus is on the evolution of carbon nanotube interconnects from the process, theoretical modeling, and experimental characterization to on-chip interconnect applications. We provide an overview of the current advancements on carbon nanotube interconnects and also regarding the prospects for designing energy efficient integrated circuits. Each selected category is presented in an accessible manner aiming to serve as a survey and informative cornerstone on carbon nanotube interconnects relevant to students and scientists belonging to a range of fields from physics, processing to circuit design

    R&D Paths of Pixel Detectors for Vertex Tracking and Radiation Imaging

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    This report reviews current trends in the R&D of semiconductor pixellated sensors for vertex tracking and radiation imaging. It identifies requirements of future HEP experiments at colliders, needed technological breakthroughs and highlights the relation to radiation detection and imaging applications in other fields of science.Comment: 17 pages, 2 figures, submitted to the European Strategy Preparatory Grou

    From Multi-User Virtual Environment to 3D Virtual Learning Environment

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    While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multi‐user 3D virtual worlds for entertainment, and this in turn has led to a surge of interest in their educational applications. In this paper we briefly review the use of virtual worlds for education, from informal learning to formal instruction, and consider what is required to turn a virtual world from a Multi‐User Virtual Environment into a fully fledged 3D Virtual Learning Environment (VLE). In this we focus on the development of Sloodle – a system which integrates the popular 3D virtual world of Second Life with the open‐source VLE Moodle. Our intent is not simply to provide additional learning support features for Second Life, but to study more generally the ways in which integrated virtual environments can benefit teaching and learning, and this is the focus of our closing discussion

    Integrating data from 3D CAD and 3D cameras for Real-Time Modeling

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    In a reversal of historic trends, the capital facilities industry is expressing an increasing desire for automation of equipment and construction processes. Simultaneously, the industry has become conscious that higher levels of interoperability are a key towards higher productivity and safer projects. In complex, dynamic, and rapidly changing three-dimensional (3D) environments such as facilities sites, cutting-edge 3D sensing technologies and processing algorithms are one area of development that can dramatically impact those projects factors. New 3D technologies are now being developed, with among them 3D camera. The main focus here is an investigation of the feasibility of rapidly combining and comparing – integrating – 3D sensed data (from a 3D camera) and 3D CAD data. Such a capability could improve construction quality assessment, facility aging assessment, as well as rapid environment reconstruction and construction automation. Some preliminary results are presented here. They deal with the challenge of fusing sensed and CAD data that are completely different in nature

    Limits on Fundamental Limits to Computation

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    An indispensable part of our lives, computing has also become essential to industries and governments. Steady improvements in computer hardware have been supported by periodic doubling of transistor densities in integrated circuits over the last fifty years. Such Moore scaling now requires increasingly heroic efforts, stimulating research in alternative hardware and stirring controversy. To help evaluate emerging technologies and enrich our understanding of integrated-circuit scaling, we review fundamental limits to computation: in manufacturing, energy, physical space, design and verification effort, and algorithms. To outline what is achievable in principle and in practice, we recall how some limits were circumvented, compare loose and tight limits. We also point out that engineering difficulties encountered by emerging technologies may indicate yet-unknown limits.Comment: 15 pages, 4 figures, 1 tabl
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