5,878 research outputs found

    Biomimetic Algorithms for Coordinated Motion: Theory and Implementation

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    Drawing inspiration from flight behavior in biological settings (e.g. territorial battles in dragonflies, and flocking in starlings), this paper demonstrates two strategies for coverage and flocking. Using earlier theoretical studies on mutual motion camouflage, an appropriate steering control law for area coverage has been implemented in a laboratory test-bed equipped with wheeled mobile robots and a Vicon high speed motion capture system. The same test-bed is also used to demonstrate another strategy (based on local information), termed topological velocity alignment, which serves to make agents move in the same direction. The present work illustrates the applicability of biological inspiration in the design of multi-agent robotic collectives

    Beacon-referenced Mutual Pursuit in Three Dimensions

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    Motivated by station-keeping applications in various unmanned settings, this paper introduces a steering control law for a pair of agents operating in the vicinity of a fixed beacon in a three-dimensional environment. This feedback law is a modification of the previously studied three-dimensional constant bearing (CB) pursuit law, in the sense that it incorporates an additional term to allocate attention to the beacon. We investigate the behavior of the closed-loop dynamics for a two agent mutual pursuit system in which each agent employs the beacon-referenced CB pursuit law with regards to the other agent and a stationary beacon. Under certain assumptions on the associated control parameters, we demonstrate that this problem admits circling equilibria wherein the agents move on circular orbits with a common radius, in planes perpendicular to a common axis passing through the beacon. As the common radius and distances from the beacon are determined by choice of parameters in the feedback law, this approach provides a means to engineer desired formations in a three-dimensional setting

    Analysis and synthesis of collective motion: from geometry to dynamics

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    The subject of this dissertation is collective motion, the coordinated motion of two or more individuals, in three-dimensional space. Inspired by the problems of understanding collective motion in nature and designing artificial collectives that can produce complex behaviors, we introduce mathematical methods for the analysis of collective motion data, and biologically-inspired algorithms for generating collective motion in engineered systems. We explore two complementary approaches to the analysis and synthesis of collective motion. The first "top-down" approach consists in exploiting the geometry of n-body systems to identify certain elementary components of collective motion. A main contribution of this thesis is to reveal a new geometrical structure (fiber bundle) of the translation-reduced configuration space and a corresponding classification of collective motions alternative to the classical one based on reduction to shape space. We derive a mathematical framework for decomposing arbitrary collective motions into elementary components, which can help identify the main modes of an observed collective phenomenon. We synthesize vector fields that implement some of the most interesting elementary collective motions, and suggest, whenever feasible, decentralized implementations. The second "bottom-up" approach consists in starting from known biologically-plausible individual control laws and exploring how they can be used to generate collective behaviors. This approach is illustrated using the motion camouflage proportional guidance law as a building block. We show that rich and coordinated motion patterns can be obtained when two individuals are engaged in mutual pursuit with this control law. An extension of these dynamics yields coordinated motion for a collective of n individuals

    Cyclic Pursuit: Symmetry, Reduction and Nonlinear Dynamics

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    In this dissertation, we explore the use of pursuit interactions as a building block for collective behavior, primarily in the context of constant bearing (CB) cyclic pursuit. Pursuit phenomena are observed throughout the natural environment and also play an important role in technological contexts, such as missile-aircraft encounters and interactions between unmanned vehicles. While pursuit is typically regarded as adversarial, we demonstrate that pursuit interactions within a cyclic pursuit framework give rise to seemingly coordinated group maneuvers. We model a system of agents (e.g. birds, vehicles) as particles tracing out curves in the plane, and illustrate reduction to the shape space of relative positions and velocities. Introducing the CB pursuit strategy and associated pursuit law, we consider the case for which agent i pursues agent i+1 (modulo n) with the CB pursuit law. After deriving closed-loop cyclic pursuit dynamics, we demonstrate asymptotic convergence to an invariant submanifold (corresponding to each agent attaining the CB pursuit strategy), and proceed by analysis of the reduced dynamics restricted to the submanifold. For the general setting, we derive existence conditions for relative equilibria (circling and rectilinear) as well as for system trajectories which preserve the shape of the collective (up to similarity), which we refer to as pure shape equilibria. For two illustrative low-dimensional cases, we provide a more comprehensive analysis, deriving explicit trajectory solutions for the two-particle "mutual pursuit" case, and detailing the stability properties of three-particle relative equilibria and pure shape equilibria. For the three-particle case, we show that a particular choice of CB pursuit parameters gives rise to remarkable almost-periodic trajectories in the physical space. We also extend our study to consider CB pursuit in three dimensions, deriving a feedback law for executing the CB pursuit strategy, and providing a detailed analysis of the two-particle mutual pursuit case. We complete the work by considering evasive strategies to counter the motion camouflage (MC) pursuit law. After demonstrating that a stochastically steering evader is unable to thwart the MC pursuit strategy, we propose a (deterministic) feedback law for the evader and demonstrate the existence of circling equilibria for the closed-loop pursuer-evader dynamics

    Vortex avalanches and self organized criticality in superconducting niobium

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    In 1993 Tang proposed [1] that vortex avalanches should produce a self organized critical state in superconductors, but conclusive evidence for this has heretofore been lacking. In the present paper, we report extensive micro-Hall probe data from the vortex dynamics in superconducting niobium, where a broad distribution of avalanche sizes scaling as a power-law for more than two decades is found. The measurements are combined with magneto-optical imaging, and show that over a widely varying magnetic landscape the scaling behaviour does not change, hence establishing that the dynamics of superconducting vortices is a SOC phenomenon.Comment: 3 pages + 4 figures, a reference added, citation typos fixe

    The evolution of pattern camouflage strategies in waterfowl and game birds.

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    This is the final version of the article. It first appeared from Wiley via http://dx.doi.org/10.1002/ece3.1482Visual patterns are common in animals. A broad survey of the literature has revealed that different patterns have distinct functions. Irregular patterns (e.g., stipples) typically function in static camouflage, whereas regular patterns (e.g., stripes) have a dual function in both motion camouflage and communication. Moreover, irregular and regular patterns located on different body regions ("bimodal" patterning) can provide an effective compromise between camouflage and communication and/or enhanced concealment via both static and motion camouflage. Here, we compared the frequency of these three pattern types and traced their evolutionary history using Bayesian comparative modeling in aquatic waterfowl (Anseriformes: 118 spp.), which typically escape predators by flight, and terrestrial game birds (Galliformes: 170 spp.), which mainly use a "sit and hide" strategy to avoid predation. Given these life histories, we predicted that selection would favor regular patterning in Anseriformes and irregular or bimodal patterning in Galliformes and that pattern function complexity should increase over the course of evolution. Regular patterns were predominant in Anseriformes whereas regular and bimodal patterns were most frequent in Galliformes, suggesting that patterns with multiple functions are broadly favored by selection over patterns with a single function in static camouflage. We found that the first patterns to evolve were either regular or bimodal in Anseriformes and either irregular or regular in Galliformes. In both orders, irregular patterns could evolve into regular patterns but not the reverse. Our hypothesis of increasing complexity in pattern camouflage function was supported in Galliformes but not in Anseriformes. These results reveal a trajectory of pattern evolution linked to increasing function complexity in Galliformes although not in Anseriformes, suggesting that both ecology and function complexity can have a profound influence on pattern evolution.This work was funded by a Biotechnology and Biological Sciences Research Council studentship to K.L.A.M. and an Australian Postgraduate Award and the Cambridge Overseas Trust to T-LG

    Wearable performance

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    This is the post-print version of the article. The official published version can be accessed from the link below - Copyright @ 2009 Taylor & FrancisWearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment. Wearable computing devices worn on the body provide the potential for digital interaction in the world. A new stage of computing technology at the beginning of the 21st Century links the personal and the pervasive through mobile wearables. The convergence between the miniaturisation of microchips (nanotechnology), intelligent textile or interfacial materials production, advances in biotechnology and the growth of wireless, ubiquitous computing emphasises not only mobility but integration into clothing or the human body. In artistic contexts one expects such integrated wearable devices to have the two-way function of interface instruments (e.g. sensor data acquisition and exchange) worn for particular purposes, either for communication with the environment or various aesthetic and compositional expressions. 'Wearable performance' briefly surveys the context for wearables in the performance arts and distinguishes display and performative/interfacial garments. It then focuses on the authors' experiments with 'design in motion' and digital performance, examining prototyping at the DAP-Lab which involves transdisciplinary convergences between fashion and dance, interactive system architecture, electronic textiles, wearable technologies and digital animation. The concept of an 'evolving' garment design that is materialised (mobilised) in live performance between partners originates from DAP Lab's work with telepresence and distributed media addressing the 'connective tissues' and 'wearabilities' of projected bodies through a study of shared embodiment and perception/proprioception in the wearer (tactile sensory processing). Such notions of wearability are applied both to the immediate sensory processing on the performer's body and to the processing of the responsive, animate environment
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