516 research outputs found

    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

    Current Induced Depairing and Mixed State Behavior in the Bite/Fete Interfacial Superconductor

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    The Bi2Te3/FeTe heterostructure intersects several phenomena and key classes of materials in condensed matter physics: topological insulators, superconductivity, magnetism, and the physics of interfaces. While neither the topological insulator (BiTe) nor the iron chalcogenide (FeTe) are themselves superconductors, superconductivity forms in a thin 7nm interfacial layer between the two. The restricted dimensionality and the extraordinarily conductive normal state, possibly sourced by the topologically protected surface states, have led to the observation of novel phenomena such as the Likharev vortex explosion and transitions in behavior resulting from the interplay between current induced depairing and the Berezinski-Kosterlitz-Thouless regime. The measured depairing current density provides information on the magnetic penetration depth and superfluid density, which in turn sheds light on the nature of the normal state that underlies the interfacial superconductivity. We observe a transition in the current- resistance and temperature-resistance curves that quantitatively agrees with the Likharev vortex-explosion phenomenon. In the limit of low temperatures and high current densities, we were able to demonstrate the regime of complete vortex-antivortex dissociation arising from current driven vortex-antivortex pair breaking

    Visual modeling and simulation of multiscale phenomena

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    Many large-scale systems seen in real life, such as human crowds, fluids, and granular materials, exhibit complicated motion at many different scales, from a characteristic global behavior to important small-scale detail. Such multiscale systems are computationally expensive for traditional simulation techniques to capture over the full range of scales. In this dissertation, I present novel techniques for scalable and efficient simulation of these large, complex phenomena for visual computing applications. These techniques are based on a new approach of representing a complex system by coupling together separate models for its large-scale and fine-scale dynamics. In fluid simulation, it remains a challenge to efficiently simulate fine local detail such as foam, ripples, and turbulence without compromising the accuracy of the large-scale flow. I present two techniques for this problem that combine physically-based numerical simulation for the global flow with efficient local models for detail. For surface features, I propose the use of texture synthesis, guided by the physical characteristics of the macroscopic flow. For turbulence in the fluid motion itself, I present a technique that tracks the transfer of energy from the mean flow to the turbulent fluctuations and synthesizes these fluctuations procedurally, allowing extremely efficient visual simulation of turbulent fluids. Another large class of problems which are not easily handled by traditional approaches is the simulation of very large aggregates of discrete entities, such as dense pedestrian crowds and granular materials. I present a technique for crowd simulation that couples a discrete per-agent model of individual navigation with a novel continuum formulation for the collective motion of pedestrians. This approach allows simulation of dense crowds of a hundred thousand agents at near-real-time rates on desktop computers. I also present a technique for simulating granular materials, which generalizes this model and introduces a novel computational scheme for friction. This method efficiently reproduces a wide range of granular behavior and allows two-way interaction with simulated solid bodies. In all of these cases, the proposed techniques are typically an order of magnitude faster than comparable existing methods. Through these applications to a diverse set of challenging simulation problems, I demonstrate the benefits of the proposed approach, showing that it is a powerful and versatile technique for the simulation of a broad range of large and complex systems

    Space-Time Continuous Models of Swarm Robotic Systems: Supporting Global-to-Local Programming

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    A generic model in as far as possible mathematical closed-form was developed that predicts the behavior of large self-organizing robot groups (robot swarms) based on their control algorithm. In addition, an extensive subsumption of the relatively young and distinctive interdisciplinary research field of swarm robotics is emphasized. The connection to many related fields is highlighted and the concepts and methods borrowed from these fields are described shortly

    An Operating System for Augmented Reality Ubiquitous Computing Environments

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    Ph.DDOCTOR OF PHILOSOPH

    Dual reality : an emerging medium

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    Thesis (Ph. D.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2007.Includes bibliographical references (p. 143-151).The commoditization of low-power radios, a rich set of sensors, longer-lasting batteries, and feature-rich microcontrollers has prompted significant research efforts to imbue physical environments with the responsiveness and awareness afforded by ubiquitous, unobtrusive, low-maintenance sensor networks. However, despite these technical advances, there has been relatively little progress toward finding compelling applications enabled by such sensor networks. What few applications have been demonstrated generally use sensor networks to passively monitor environments either inaccessible or uninteresting to people, such as remote wilderness, factory floors, and health care scenarios. Yet, by definition, any "killer application" of sensor networks must be both popular and widespread. At the same time, online virtual worlds promising complete freedom of creation and interaction are quickly becoming economically, socially, and technically feasible and are making inroads into the mass media market. Yet, despite their popularity, or maybe even because of it, today's online virtual worlds are marred by a stagnation and emptiness inherent in environments so disconnected from the physical world. Furthermore, the demand for richer modes of self-expression in virtual worlds remains unmet. This dissertation proposes the convergence of sensor networks and virtual worlds not only as a possible solution to their respective limitations, but also as the beginning of a new creative medium. In the "dual reality" resulting from this convergence, both the real and virtual worlds are complete unto themselves, but also enhanced by the ability to mutually reflect, influence, and merge into each other by means of sensor/actuator networks deeply embedded in everyday environments.As a medium, dual reality has the potential to elevate mass creation of media to the same heights television elevated the mass consumption of media and the Internet elevated the mass communication of media. This dissertation describes a full implementation of a dual reality system using a popular online virtual world and a human-centric sensor network designed around a common electrical power strip. Example applications, interaction techniques, and design strategies for the dual reality domain are demonstrated and discussed.by Joshua Harlan Lifton.Ph.D
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