944 research outputs found

    A survey of free software for the design, analysis, modelling, and simulation of an unmanned aerial vehicle

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    The objective of this paper is to analyze free software for the design, analysis, modelling, and simulation of an unmanned aerial vehicle (UAV). Free software is the best choice when the reduction of production costs is necessary; nevertheless, the quality of free software may vary. This paper probably does not include all of the free software, but tries to describe or mention at least the most interesting programs. The first part of this paper summarizes the essential knowledge about UAVs, including the fundamentals of flight mechanics and aerodynamics, and the structure of a UAV system. The second section generally explains the modelling and simulation of a UAV. In the main section, more than 50 free programs for the design, analysis, modelling, and simulation of a UAV are described. Although the selection of the free software has been focused on small subsonic UAVs, the software can also be used for other categories of aircraft in some cases; e.g. for MAVs and large gliders. The applications with an historical importance are also included. Finally, the results of the analysis are evaluated and discussed—a block diagram of the free software is presented, possible connections between the programs are outlined, and future improvements of the free software are suggested. © 2015, CIMNE, Barcelona, Spain.Internal Grant Agency of Tomas Bata University in Zlin [IGA/FAI/2015/001, IGA/FAI/2014/006

    Light on horizontal interactive surfaces: Input space for tabletop computing

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    In the last 25 years we have witnessed the rise and growth of interactive tabletop research, both in academic and in industrial settings. The rising demand for the digital support of human activities motivated the need to bring computational power to table surfaces. In this article, we review the state of the art of tabletop computing, highlighting core aspects that frame the input space of interactive tabletops: (a) developments in hardware technologies that have caused the proliferation of interactive horizontal surfaces and (b) issues related to new classes of interaction modalities (multitouch, tangible, and touchless). A classification is presented that aims to give a detailed view of the current development of this research area and define opportunities and challenges for novel touch- and gesture-based interactions between the human and the surrounding computational environment. © 2014 ACM.This work has been funded by Integra (Amper Sistemas and CDTI, Spanish Ministry of Science and Innovation) and TIPEx (TIN2010-19859-C03-01) projects and Programa de Becas y Ayudas para la Realización de Estudios Oficiales de Máster y Doctorado en la Universidad Carlos III de Madrid, 2010

    Designing multi-sensory displays for abstract data

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    The rapid increase in available information has lead to many attempts to automatically locate patterns in large, abstract, multi-attributed information spaces. These techniques are often called data mining and have met with varying degrees of success. An alternative approach to automatic pattern detection is to keep the user in the exploration loop by developing displays for perceptual data mining. This approach allows a domain expert to search the data for useful relationships and can be effective when automated rules are hard to define. However, designing models of the abstract data and defining appropriate displays are critical tasks in building a useful system. Designing displays of abstract data is especially difficult when multi-sensory interaction is considered. New technology, such as Virtual Environments, enables such multi-sensory interaction. For example, interfaces can be designed that immerse the user in a 3D space and provide visual, auditory and haptic (tactile) feedback. It has been a goal of Virtual Environments to use multi-sensory interaction in an attempt to increase the human-to-computer bandwidth. This approach may assist the user to understand large information spaces and find patterns in them. However, while the motivation is simple enough, actually designing appropriate mappings between the abstract information and the human sensory channels is quite difficult. Designing intuitive multi-sensory displays of abstract data is complex and needs to carefully consider human perceptual capabilities, yet we interact with the real world everyday in a multi-sensory way. Metaphors can describe mappings between the natural world and an abstract information space. This thesis develops a division of the multi-sensory design space called the MS-Taxonomy. The MS-Taxonomy provides a concept map of the design space based on temporal, spatial and direct metaphors. The detailed concepts within the taxonomy allow for discussion of low level design issues. Furthermore the concepts abstract to higher levels, allowing general design issues to be compared and discussed across the different senses. The MS-Taxonomy provides a categorisation of multi-sensory design options. However, to design effective multi-sensory displays requires more than a thorough understanding of design options. It is also useful to have guidelines to follow, and a process to describe the design steps. This thesis uses the structure of the MS-Taxonomy to develop the MS-Guidelines and the MS-Process. The MS-Guidelines capture design recommendations and the problems associated with different design choices. The MS-Process integrates the MS-Guidelines into a methodology for developing and evaluating multi-sensory displays. A detailed case study is used to validate the MS-Taxonomy, the MS-Guidelines and the MS-Process. The case study explores the design of multi-sensory displays within a domain where users wish to explore abstract data for patterns. This area is called Technical Analysis and involves the interpretation of patterns in stock market data. Following the MS-Process and using the MS-Guidelines some new multi-sensory displays are designed for pattern detection in stock market data. The outcome from the case study includes some novel haptic-visual and auditory-visual designs that are prototyped and evaluated

    The 1999 Center for Simulation of Dynamic Response in Materials Annual Technical Report

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    Introduction: This annual report describes research accomplishments for FY 99 of the Center for Simulation of Dynamic Response of Materials. The Center is constructing a virtual shock physics facility in which the full three dimensional response of a variety of target materials can be computed for a wide range of compressive, ten- sional, and shear loadings, including those produced by detonation of energetic materials. The goals are to facilitate computation of a variety of experiments in which strong shock and detonation waves are made to impinge on targets consisting of various combinations of materials, compute the subsequent dy- namic response of the target materials, and validate these computations against experimental data

    sMolBoxes: Dataflow Model for Molecular Dynamics Exploration

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    We present sMolBoxes, a dataflow representation for the exploration and analysis of long molecular dynamics (MD) simulations. When MD simulations reach millions of snapshots, a frame-by-frame observation is not feasible anymore. Thus, biochemists rely to a large extent only on quantitative analysis of geometric and physico-chemical properties. However, the usage of abstract methods to study inherently spatial data hinders the exploration and poses a considerable workload. sMolBoxes link quantitative analysis of a user-defined set of properties with interactive 3D visualizations. They enable visual explanations of molecular behaviors, which lead to an efficient discovery of biochemically significant parts of the MD simulation. sMolBoxes follow a node-based model for flexible definition, combination, and immediate evaluation of properties to be investigated. Progressive analytics enable fluid switching between multiple properties, which facilitates hypothesis generation. Each sMolBox provides quick insight to an observed property or function, available in more detail in the bigBox View. The case study illustrates that even with relatively few sMolBoxes, it is possible to express complex analyses tasks, and their use in exploratory analysis is perceived as more efficient than traditional scripting-based methods.Comment: 10 pages, 9 figures, IEEE VIS, TVC

    sMolBoxes: Dataflow Model for Molecular Dynamics Exploration

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    We present sMolBoxes, a dataflow representation for the exploration and analysis of long molecular dynamics (MD) simulations. When MD simulations reach millions of snapshots, a frame-by-frame observation is not feasible anymore. Thus, biochemists rely to a large extent only on quantitative analysis of geometric and physico-chemical properties. However, the usage of abstract methods to study inherently spatial data hinders the exploration and poses a considerable workload. sMolBoxes link quantitative analysis of a user-defined set of properties with interactive 3D visualizations. They enable visual explanations of molecular behaviors, which lead to an efficient discovery of biochemically significant parts of the MD simulation. sMolBoxes follow a node-based model for flexible definition, combination, and immediate evaluation of properties to be investigated. Progressive analytics enable fluid switching between multiple properties, which facilitates hypothesis generation. Each sMolBox provides quick insight to an observed property or function, available in more detail in the bigBox View. The case studies illustrate that even with relatively few sMolBoxes, it is possible to express complex analytical tasks, and their use in exploratory analysis is perceived as more efficient than traditional scripting-based methods.acceptedVersio

    Virtual reality as an educational tool in interior architecture

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    Ankara : The Department of Interior Architecture and Environmental Design and the Institute of Fine Arts of Bilkent Univ., 1997.Thesis (Master's) -- Bilkent University, 1997.Includes bibliographical references.This thesis discusses the use of virtual reality technology as an educational tool in interior architectural design. As a result of this discussion, it is proposed that virtual reality can be of use in aiding three-dimensional design and visualization, and may speed up the design process. It may also be of help in getting the designers/students more involved in their design projects. Virtual reality can enhance the capacity of designers to design in three dimensions. The virtual reality environment used in designing should be capable of aiding both the design and the presentation process. The tradeoffs of the technology, newly emerging trends and future directions in virtual reality are discussed.Aktaş, OrkunM.S

    COBE's search for structure in the Big Bang

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    The launch of Cosmic Background Explorer (COBE) and the definition of Earth Observing System (EOS) are two of the major events at NASA-Goddard. The three experiments contained in COBE (Differential Microwave Radiometer (DMR), Far Infrared Absolute Spectrophotometer (FIRAS), and Diffuse Infrared Background Experiment (DIRBE)) are very important in measuring the big bang. DMR measures the isotropy of the cosmic background (direction of the radiation). FIRAS looks at the spectrum over the whole sky, searching for deviations, and DIRBE operates in the infrared part of the spectrum gathering evidence of the earliest galaxy formation. By special techniques, the radiation coming from the solar system will be distinguished from that of extragalactic origin. Unique graphics will be used to represent the temperature of the emitting material. A cosmic event will be modeled of such importance that it will affect cosmological theory for generations to come. EOS will monitor changes in the Earth's geophysics during a whole solar color cycle

    Conceptual free-form styling in virtual environments

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    This dissertation introduces the tools for designing complete models from scratch directly in a head-tracked, table-like virtual work environment. The models consist of free-form surfaces, and are constructed by drawing a network of curves directly in space. This is accomplished by using a tracked pen-like input device. Interactive deformation tools for curves and surfaces are proposed and are based on variational methods. By aligning the model with the left hand, editing is made possible with the right hand, corresponding to a natural distribution of tasks using both hands. Furthermore, in the emerging field of 3D interaction in virtual environments, particularly with regard to system control, this work uses novel methods to integrate system control tasks, such as selecting tools, and workflow of shape design. The aim of this work is to propose more suitable user interfaces to computersupported conceptual shape design applications. This would be beneficial since it is a field that lacks adequate support from standard desktop systems.Diese Dissertation beschreibtWerkzeuge zum Entwurf kompletter virtueller Modelle von Grund auf. Dies geschieht direkt in einer tischartigen, virtuellen Arbeitsumge-bung mit Hilfe von Tracking der Hände und der Kopfposition. Die Modelle sind aus Freiformlächen aufgebaut und werden als Netz von Kurven mit Hilfe eines getrack-ten, stiftartigen Eingabegerätes direkt im Raum gezeichnet. Es werden interaktive Deformationswerkzeuge für Kurven und Flächen vorgestellt, die auf Methoden des Variational Modeling basieren. Durch das Ausrichten des Modells mit der linken Hand wird das Editieren mit der rechten Hand erleichtert. Dies entspricht einer natürlichen Aufteilung von Aufgaben auf beide Hände. Zusätzlich stellt diese Arbeit neue Techniken für die 3D-Interaktion in virtuellen Umgebungen, insbesondere im Bereich Anwendungskontrolle, vor, die die Aufgabe der Werkzeugauswahl in den Arbeitsablauf der Formgestaltung integrieren. Das Ziel dieser Arbeit ist es, besser geeignete Schnittstellen für den computer-unterstützten, konzeptionellen Formentwurf zur Verfügung zu stellen; ein Gebiet, für das Standard-Desktop-Systeme wenig geeignete Unterstützung bieten

    The 1998 Center for Simulation of Dynamic Response in Materials Annual Technical Report

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    Introduction: This annual report describes research accomplishments for FY 98 of the Center for Simulation of Dynamic Response of Materials. The Center is constructing a virtual shock physics facility in which the full three dimensional response of a variety of target materials can be computed for a wide range of compressive, tensional, and shear loadings, including those produced by detonation of energetic materials. The goals are to facilitate computation of a variety of experiments in which strong shock and detonation waves are made to impinge on targets consisting of various combinations of materials, compute the subsequent dynamic response of the target materials, and validate these computations against experimental data
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