39,568 research outputs found

    Symbolic representation of scenarios in Bologna airport on virtual reality concept

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    This paper is a part of a big Project named Retina Project, which is focused in reduce the workload of an ATCO. It uses the last technological advances as Virtual Reality concept. The work has consisted in studying the different awareness situations that happens daily in Bologna Airport. It has been analysed one scenario with good visibility where the sun predominates and two other scenarios with poor visibility where the rain and the fog dominate. Due to the study of visibility in the three scenarios computed, the conclusion obtained is that the overlay must be shown with a constant dimension regardless the position of the aircraft to be readable by the ATC and also, the frame and the flight strip should be coloured in a showy colour (like red) for a better control by the ATCO

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Distributed simulation of city inundation by coupled surface and subsurface porous flow for urban flood decision support system

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    We present a decision support system for flood early warning and disaster management. It includes the models for data-driven meteorological predictions, for simulation of atmospheric pressure, wind, long sea waves and seiches; a module for optimization of flood barrier gates operation; models for stability assessment of levees and embankments, for simulation of city inundation dynamics and citizens evacuation scenarios. The novelty of this paper is a coupled distributed simulation of surface and subsurface flows that can predict inundation of low-lying inland zones far from the submerged waterfront areas, as observed in St. Petersburg city during the floods. All the models are wrapped as software services in the CLAVIRE platform for urgent computing, which provides workflow management and resource orchestration.Comment: Pre-print submitted to the 2013 International Conference on Computational Scienc

    An omnidirectional retroreflector based on the transmutation of dielectric singularities

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    In the field of transformation optics, metamaterials mimic the effect of coordinate transformations on electromagnetic waves, creating the illusion that the waves are propagating through a virtual space. Transforming space by appropriately designed materials makes devices possible that have been deemed impossible. In particular, transformation optics has led to the demonstration of invisibility cloaking for microwaves, surface plasmons and infrared light. Here we report the achievement of another "impossible task". We implement, for microwaves, a device that would normally require a dielectric singularity, an infinity in the refractive index. We transmute a singularity in virtual space into a mere topological defect in a real metamaterial. In particular, we demonstrate an omnidirectional retroreflector, a device for faithfully reflecting images and for creating high visibility, from all directions. Our method is robust, potentially broadband and similar techniques could be applied for visible light

    Virtual Reality Games for Motor Rehabilitation

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    This paper presents a fuzzy logic based method to track user satisfaction without the need for devices to monitor users physiological conditions. User satisfaction is the key to any product’s acceptance; computer applications and video games provide a unique opportunity to provide a tailored environment for each user to better suit their needs. We have implemented a non-adaptive fuzzy logic model of emotion, based on the emotional component of the Fuzzy Logic Adaptive Model of Emotion (FLAME) proposed by El-Nasr, to estimate player emotion in UnrealTournament 2004. In this paper we describe the implementation of this system and present the results of one of several play tests. Our research contradicts the current literature that suggests physiological measurements are needed. We show that it is possible to use a software only method to estimate user emotion

    Asteroid modeling for testing spacecraft approach and landing

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    Spectral and morphological properties of quasar hosts in SPH simulations of AGN feeding by mergers

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    We present a method for generating virtual observations from smoothed-particle-hydrodynamics (SPH) simulations. This method includes stellar population synthesis models and the reprocessing of starlight by dust to produce realistic galaxy images. We apply this method and simulate the merging of two identical giant Sa galaxies. The merger remnant is an elliptical galaxy. The merger concentrates the gas content of the two galaxies into the nuclear region. The gas that flows into the nuclear region refuels the central black holes of the merging galaxies. We follow the refuelling of the black holes during the merger semi-analytically. In the simulation presented in this article, the black holes grow from 3 x 10^7 to 1.8X 10^8 Solar masses, with a peak AGN luminosity of M_B ~ -23.7. We study how the morphological and spectral properties of the system evolve during the merger and work out the predictions of this scenario for the properties of host galaxies during the active phase. The peak of AGN activity coincides with the merging of the two galactic nuclei and occurs at a stage when the remnant looks like a lenticular galaxy. The simulation predicts the formation of a circumnuclear starburst ring/dusty torus with an opening angle of 30-40 degrees and made of clouds with n_H=10^24 cm^-2. The average optical depth of the torus is quite high, but the obscuring medium is patchy, so that there still exist lines of sight where the AGN is visible in a nearly edge-on view. For the same reason, there are lines of sight where the AGN is completely obscured in the face-on view.Comment: 14 pages, 11 figure
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