3,845 research outputs found

    Edge Routing with Ordered Bundles

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    Edge bundling reduces the visual clutter in a drawing of a graph by uniting the edges into bundles. We propose a method of edge bundling drawing each edge of a bundle separately as in metro-maps and call our method ordered bundles. To produce aesthetically looking edge routes it minimizes a cost function on the edges. The cost function depends on the ink, required to draw the edges, the edge lengths, widths and separations. The cost also penalizes for too many edges passing through narrow channels by using the constrained Delaunay triangulation. The method avoids unnecessary edge-node and edge-edge crossings. To draw edges with the minimal number of crossings and separately within the same bundle we develop an efficient algorithm solving a variant of the metro-line crossing minimization problem. In general, the method creates clear and smooth edge routes giving an overview of the global graph structure, while still drawing each edge separately and thus enabling local analysis

    PHYSICS-BASED SHAPE MORPHING AND PACKING FOR LAYOUT DESIGN

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    The packing problem, also named layout design, has found wide applications in the mechanical engineering field. In most cases, the shapes of the objects do not change during the packing process. However, in some applications such as vehicle layout design, shape morphing may be required for some specific components (such as water and fuel reservoirs). The challenge is to fit a component of sufficient size in the available space in a crowded environment (such as the vehicle under-hood) while optimizing the overall performance objectives of the vehicle and improving design efficiency. This work is focused on incorporating component shape design into the layout design process, i.e. finding the optimal locations and orientations of all the components within a specified volume, as well as the suitable shapes of selected ones. The first major research issue is to identify how to efficiently and accurately morph the shapes of components respecting the functional constraints. Morphing methods depend on the geometrical representation of the components. The traditional parametric representation may lend itself easily to modification, but it relies on assumption that the final approximate shape of the object is known, and therefore, the morphing freedom is very limited. To morph objects whose shape can be changed arbitrarily in layout design, a mesh based morphing method based on a mass-spring physical model is developed. For this method, there is no need to explicitly specify the deformations and the shape morphing freedom is not confined. The second research issue is how to incorporate component shape design into a layout design process. Handling the complete problem at once may be beyond our reach,therefore decomposition and multilevel approaches are used. At the system level, a genetic algorithm (GA) is applied to find the positions and orientations of the objects, while at the sub-system or component level, morphing is accomplished for select components. Although different packing applications may have different objectives and constraints, they all share some common issues. These include CAD model preprocessing for packing purpose, data format translation during the packing process if performance evaluation and morphing use different representation methods, efficiency of collision detection methods, etc. These common issues are all brought together under the framework of a general methodology for layout design with shape morphing. Finally, practical examples of vehicle under-hood/underbody layout design with the mass-spring physical model based shape morphing are demonstrated to illustrate the proposed approach before concluding and proposing continuing work

    Implementation and Characterization of Vibrotactile Interfaces

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    While a standard approach is more or less established for rendering basic vibratory cues in consumer electronics, the implementation of advanced vibrotactile feedback still requires designers and engineers to solve a number of technical issues. Several off-the-shelf vibration actuators are currently available, having different characteristics and limitations that should be considered in the design process. We suggest an iterative approach to design in which vibrotactile interfaces are validated by testing their accuracy in rendering vibratory cues and in measuring input gestures. Several examples of prototype interfaces yielding audio-haptic feedback are described, ranging from open-ended devices to musical interfaces, addressing their design and the characterization of their vibratory output

    Design of a microwave imaging system for rapid wideband imaging

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    An imaging system composed of two linear arrays of antennas is designed through full-wave simulation and fabricated for use in synthetic aperture radar imaging. The arrays electronically scan along their antenna elements and are mechanically moved along a second orthogonal direction for scanning large two-dimensional areas quickly. Each linear array is printed on a circuit board where the antenna elements are integrated into the edge of the board as tapered slot-line antennas operating at 22 to 27 GHz. A multiplexer circuit is printed onto each linear array to transmit wideband signals to each antenna in the array. Receivers are printed onto the radiating end of the antennas on the edge of the circuit board. These receivers are less complex than traditional microwave receivers, and they require no phase calibration for synthetic aperture radar processing. A controller board is designed and fabricated to facilitate electronic scanning along the arrays and route measurement data to a PC for storage. The linear arrays and controller board are mounted on a small mechanical scanning table for moving the arrays along one direction. All receivers are calibrated for variations in voltage outputs among the elements by scanning a known target and applying an equalization matrix. Several targets are scanned by the final imaging system, and the resulting images show the ability of the system to detect dielectric contrast under the surface of dielectric materials. The tapered slot-line antenna is redesigned and improved for -10 dB reflection coefficient across the operating frequency band and higher voltage output of the receivers with respect to the original antenna design. Imaging results of the redesigned antenna show how refabricating the imaging system with the improved antenna will improve overall image quality of the system--Abstract, page iii

    Overlay Addressing and Routing System Based on Hyperbolic Geometry

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    International audienceLocal knowledge routing schemes based on virtual coordinates taken from the hyperbolic plane have attracted considerable interest in recent years. In this paper, we propose a new approach for seizing the power of the hyperbolic geometry. We aim at building a scalable and reliable system for creating and managing overlay networks over the Internet. The system is implemented as a peer-to-peer infrastructure based on the transport layer connections between the peers. Through analysis, we show the limitations of the Poincaré disk model for providing virtual coordinates. Through simulations, we assess the practicability of our proposal. Results show that peer-to-peer overlays based on hyperbolic geometry have acceptable performances while introducing scalability and flexibility in dynamic peer-to-peer overlay networks

    Towards Spatial Queries over Phenomena in Sensor Networks

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    Today, technology developments enable inexpensive production and deployment of tiny sensing and computing nodes. Networked through wireless radio, such senor nodes form a new platform, wireless sensor networks, which provide novel ability to monitor spatiotemporally continuous phenomena. By treating a wireless sensor network as a database system, users can pose SQL-based queries over phenomena without needing to program detailed sensor node operations. DBMS-internally, intelligent and energyefficient data collection and processing algorithms have to be implemented to support spatial query processing over sensor networks. This dissertation proposes spatial query support for two views of continuous phenomena: field-based and object-based. A field-based view of continuous phenomena depicts them as a value distribution over a geographical area. However, due to the discrete and comparatively sparse distribution of sensor nodes, estimation methods are necessary to generate a field-based query result, and it has to be computed collaboratively ‘in-the-network’ due to energy constraints. This dissertation proposes SWOP, an in-network algorithm using Gaussian Kernel estimation. The key contribution is the use of a small number of Hermite coefficients to approximate the Gaussian Kernel function for sub-clustered sensor nodes, and processes the estimation result efficiently. An object-based view of continuous phenomena is interested in aspects such as the boundary of an ‘interesting region’ (e.g. toxic plume). This dissertation presents NED, which provides object boundary detection in sensor networks. NED encodes partial event estimation results based on confidence levels into optimized, variable length messages exchanged locally among neighboring sensor nodes to save communication cost. Therefore, sensor nodes detect objects and boundaries based on moving averages to eliminate noise effects and enhance detection quality. Furthermore, the dissertation proposes the SNAKE-based approach, which uses deformable curves to track the spatiotemporal changes of such objects incrementally in sensor networks. In the proposed algorithm, only neighboring nodes exchange messages to maintain the curve structures. Based on in-network tracking of deformable curves, other types of spatial and spatiotemporal properties of objects, such as area, can be provided by the sensor network. The experimental results proved that our approaches are resource friendly within the constrained sensor networks, while providing high quality query results

    Geometric Path-Planning Algorithm in Cluttered 2D Environments Using Convex Hulls

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    Routing or path planning is the problem of finding a collision-free path in an environment usually scattered with multiple objects. Finding the shortest route in a planar (2D) or spatial (3D) environment has a variety of applications such as robot motion planning, navigating autonomous vehicles, routing of cables, wires, and harnesses in vehicles, routing of pipes in chemical process plants, etc. The problem often times is decomposed into two main sub-problems: modeling and representation of the workspace geometrically and optimization of the path. Geometric modeling and representation of the workspace are paramount in any path planning problem since it builds the data structures and provides the means for solving the optimization problem. The optimization aspect of the path planning involves satisfying some constraints, the most important of which is to avoid intersections with the interior of any object and optimizing one or more criteria. The most common criterion in path planning problems is to minimize the length of the path between a source and a destination point of the workspace while other criteria such as minimizing the number of links or curves could also be taken into account. Planar path planning is mainly about modeling the workspace of the problem as a collision-free graph. The graph is, later on, searched for the optimal path using network optimization techniques such as branch-and-bound or search algorithms such as Dijkstra\u27s. Previous methods developed to construct the collision-free graph explore the entire workspace of the problem which usually results in some unnecessary information that has no value but to increase the time complexity of the algorithm, hence, affecting the efficiency significantly. For example, the fastest known algorithm to construct the visibility graph, which is the most common method of modeling the collision-free space, in a workspace with a total of n vertices has a time complexity of order O(n2). In this research, first, the 2D workspace of the problem is modeled using the tessellated format of the objects in a CAD software which facilitates handling of any free-form object. Then, an algorithm is developed to construct the collision-free graph of the workspace using the convex hulls of the intersecting obstacles. The proposed algorithm focuses only on a portion of the workspace involved in the straight line connecting the source and destination points. Considering the worst case that all the objects of the workspace are intersecting, the algorithm yields a time complexity of O(nlog(n/f)), with n being the total number of vertices and f being the number of objects. The collision-free graph is later searched for the shortest path between the two given nodes using a search algorithm known as Dijkstra\u27s

    Index to NASA Tech Briefs, January - June 1966

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    Index to NASA technological innovations for January-June 196

    Graph-Based Engineering Systems - A Family of Software Applications and their Underlying Framework

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    In various engineering disciplines visual modeling techniques are used for the definition as well as representation of complex systems. Besides the pictorial illustration, the included structural information is often used for application-specific procedures. This paper presents a few engineering systems for quite different application fields, but they use a common graph-based model. This model is part of a framework that underlies these applications. Various kinds of applications can be developed on the basis of this framework by means of configurations and extensions. The development of new applications is supported by convenient assemblies of suitable system functions and layout methods as well as by integration of application functionalities. The introduced framework is the basis for a product line of graph-based engineering systems
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