7,711 research outputs found
Finding passwords by random walks: How long does it take?
We compare an efficiency of a deterministic "lawnmower" and random search
strategies for finding a prescribed sequence of letters (a password) of length
M in which all letters are taken from the same Q-ary alphabet. We show that at
best a random search takes two times longer than a "lawnmower" search.Comment: To appear in J. Phys. A, special issue on "Random Search Problem:
Trends and Perspectives", eds.: MEG da Luz, E Raposo, GM Viswanathan and A
Grosber
Portable mud remover
Basically, the only way to remove mud is by using shovel. The process of removing mud usually need us to shovel out the mud, put it into buckets and carry it outside and by using a garden sprayer or hose to wash away mud from hard surfaces [1]. This is because there are no specific tools or products to remove the mud in our industries. In that case, our group had come up with an idea to design a āPortable Mud Removerā which is inspired from a lawnmower and vacuum as shown in Figure 10.1. The idea of using concept of lawnmower is because to make is the product is portable and easy to handling. The smallest types of lawnmower are pushed by a human user and are suitable for small space. The problem occurs for the pool vacuum is that the product is not suitable to suck the mud because it is not designed for a heavy duty work
Adaptive Path Planning for Depth Constrained Bathymetric Mapping with an Autonomous Surface Vessel
This paper describes the design, implementation and testing of a suite of
algorithms to enable depth constrained autonomous bathymetric (underwater
topography) mapping by an Autonomous Surface Vessel (ASV). Given a target depth
and a bounding polygon, the ASV will find and follow the intersection of the
bounding polygon and the depth contour as modeled online with a Gaussian
Process (GP). This intersection, once mapped, will then be used as a boundary
within which a path will be planned for coverage to build a map of the
Bathymetry. Methods for sequential updates to GP's are described allowing
online fitting, prediction and hyper-parameter optimisation on a small embedded
PC. New algorithms are introduced for the partitioning of convex polygons to
allow efficient path planning for coverage. These algorithms are tested both in
simulation and in the field with a small twin hull differential thrust vessel
built for the task.Comment: 21 pages, 9 Figures, 1 Table. Submitted to The Journal of Field
Robotic
Movement around real and virtual cluttered environments
Two experiments investigated participantsā ability to search for targets in a cluttered small-scale space. The first experiment was conducted in the real world with two field of view conditions (full vs. restricted), and participants found the task trivial to perform in both. The second experiment used the same search task but was conducted in a desktop virtual environment (VE), and investigated two movement interfaces and two visual scene conditions. Participants restricted to forward only movement performed the search task quicker and more efficiently (visiting fewer targets) than those who used an interface that allowed more flexible movement (forward, backward, left, right, and diagonal). Also, participants using a high fidelity visual scene performed the task significantly quicker and more efficiently than those who used a low fidelity scene. The performance differences between all the conditions decreased with practice, but the performance of the best VE group approached that of the real-world participants. These results indicate the importance of using high fidelity scenes in VEs, and suggest that the use of a simple control system is sufficient for maintaining ones spatial orientation during searching
Movement around real and virtual cluttered environments
Two experiments investigated participantsā ability to search for targets in a cluttered small-scale space. The first experiment was conducted in the real world with two field of view conditions (full vs. restricted), and participants found the task trivial to perform in both. The second experiment used the same search task but was conducted in a desktop virtual environment (VE), and investigated two movement interfaces and two visual scene conditions. Participants restricted to forward only movement performed the search task quicker and more efficiently (visiting fewer targets) than those who used an interface that allowed more flexible movement (forward, backward, left, right, and diagonal). Also, participants using a high fidelity visual scene performed the task significantly quicker and more efficiently than those who used a low fidelity scene. The performance differences between all the conditions decreased with practice, but the performance of the best VE group approached that of the real-world participants. These results indicate the importance of using high fidelity scenes in VEs, and suggest that the use of a simple control system is sufficient for maintaining ones spatial orientation during searching
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