5,313 research outputs found

    Dynamic Analysis of Suspension Bridge

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    Any pedestrian who has crossed a suspension bridge will agree to the fact that it will move. The motion of the bridge represents the dynamic response. Typically, researchers use a combination of both analytical and experimental methods, coupled with system identification technique. However, only analytical method was implemented in this project. The suspension bridge was modeled as a fixed-fixed beam, while ignoring the effects of the hangers, bridge pylons and cable backstays. A single walking person is modeled as a single point load moving across the beam with constant speed. The critical speeds of the beam were also determined. Four different moving speeds were used. Maximum deflection of the beam occurs when the location of the load coincides with that particular node. But at speeds near critical speeds, the maximum beam deflections do not occur at location of the load. Also, the maximum deflection undergone by a node does not occur when the load coincides with that particular node. In future, some of the simplifications done such as ignoring should be omitted in order to produce more accurate results. A wider range of speeds should be used to further explore the effects and to determine if there is any predictable pattern of deflections in the beam model. In addition to that, the forces generated from walking should be offset to left and right of the middle of the beam or deck to imitate the alternating footsteps of a walking person. A 3D model can be created in order to study the torsional and lateral vibrations of the bridge. It can even be used to study combined vibration modes

    Neuromechanical Analysis of Locust Jumping

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    The nervous systems of animals evolved to exert dynamic control of behavior in response to the needs of the animal and changing signals from the environment. To understand the mechanisms of dynamic control, we need a means of predicting how individual neural and body elements will interact to produce the performance of the entire system. We have developed a neuromechanical application named AnimatLab that addresses this problem through simulation. A computational model of a body and nervous system can be constructed from simple components and situated in a virtual world for testing. Simulations and live experiments were used to investigate questions about locust jumping. The neural circuitry and biomechanics of kicking in locusts have been extensively studied. It has been hypothesized that the same neural circuit and biomechanics governed both behaviors, but this hypothesis was not testable with current technology. We built a neuromechanical model to test this and to gain a better understanding of the role of the semi-lunar process (SLP) in jump dynamics. The SLP are bands of cuticle that store energy for use during jumping. The results of the model were compared to a variety of published data and were similar. The SLP significantly increased jump distance, power, total energy, and duration of the jump impulse. Locust can jump precisely to a target, but also exhibit tumbling. We proposed two mechanisms for controlling tumbling during the jump. The first was that locusts adjust the pitch of their body prior to the jump to move the center of mass closer to the thrust vector. The second was that contraction of the abdominal muscles during the jump produced torques that countered the torque due to thrust. There was a strong correlation relating increased pitch and takeoff angle. In simulations there was an optimal pitch-takeoff combination that minimized tumbling that was similar to the live data. The direction and magnitude of tumbling could be controlled by adjusting abdominal tension. Tumbling also influenced jump elevation. Neuromechanical simulation addressed problems that would be difficult to examine using traditional physiological approaches. It is a powerful tool for understanding the neural basis of behavior

    Combining virtual simulation and physical vehicle test data to optimize automotive durability testing.

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    This thesis describes a project to model a vehicle on a computer with a multibody dynamics simulation software package and to combine that work with physical laboratory tests for the purposes of optimizing durability testing. The intention was to mirror as closely as possible the behavior of a physical vehicle on a road test simulator to assist in determining its durability characteristics under varying road conditions. This modeling work is important because, if done with sufficient fidelity, it can be used to assess vehicle responses using different suspension configurations or payloads. Also, problems associated with changes to a vehicle\u27s payload, structure and suspension systems can be observed on a computer without performing physical tests. The process has the potential to improve greatly automobile quality and durability, while dramatically reducing product development time and costs. The virtual dynamic vehicle model was assembled using computer aided drafting (CAD) models and ADAMS (Automatic Dynamic Analysis of Mechanical Systems) software packages. Inputs to the virtual model were forces and displacements acquired from the responses of a physical vehicle and a road test simulator (RTS) during a durability testing cycle. (Abstract shortened by UMI.)Dept. of Mechanical, Automotive, and Materials Engineering. Paper copy at Leddy Library: Theses & Major Papers - Basement, West Bldg. / Call Number: Thesis2002 .F47. Source: Masters Abstracts International, Volume: 43-05, page: 1763. Adviser: Peter R. Frise. Thesis (M.A.Sc.)--University of Windsor (Canada), 2004

    Minimising vibration in a flexible golf club during robotic simulations of a golf swing

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    Robots are widely used as substitutes for humans in situations involving repetitive tasks where a precise and repeatable motion is required. Sports technology is an area which has seen an increase in the implementation of robots which simulate specific human motions required for a sport. One purpose is to test sports equipment, where the requirement is for a motion to be performed with consistent variables. One issue which has arisen frequently in the robot simulation of humans is the inherent presence of vibration excited in a flexible object being manipulated by a robot, and this issue is not unfounded in the situation presented in this research, of a golf robot manipulating a flexible golf club during the simulation of a golf swing. It had been found that during robotic simulations of golf swings performed with the Miyamae Robo V at the Sports Technology Institute at Loughborough University, swing variables such as shaft deformation and clubhead orientation were dissimilar to those measured for human golf swings. Vibrations present in the golf club were identified as the key cause of the disparity between human and robot swing variables. This research sought to address this issue and find a method which could be applied to reduce clubhead vibrations present in robot simulations of a golf swing to improve their similarity to human swings. This would facilitate the use of the golf robot for equipment testing and club fitting. Golf swing variables were studied and measured for 14 human subjects with the aim being to understand the motion that the robot is required to simulate. A vibration damping gripper was then fitted to the robot to test the effect that changing the interface between the robot-excited vibrations and the club would have, this was achieved with a selection of silicone sleeves with differing material properties which could be attached to the club. Preliminary results showed a noticeable reduction in clubhead vibrations and this solution was investigated further. Mathematically modelling the robot was seen as the most suitable method for this as it meant the robot remained functional and allowed a number of solutions to be tested. Several iterations of a mathematical model were developed with the final model being structurally similar to the robot with the addition of a compliant grip and wrist. The method by which the robot is driven was also recognised as having a large effect on the level of vibration excited in the clubhead and the methodology behind generating smooth robot swing profiles is presented. The mathematical model was used to perform 6 swings and the resulting shaft deformation and clubhead vibration were compared with data from human swings. It was found that the model was capable of producing swing variables comparable to human swings, however in the downswing portion of the swing the magnitude of these variables were larger for the simulations. Simulations were made which sought to demonstrate the difference between the model replicating the rigid robot and a compliant system. Reductions in vibration were achieved in all swings, including those driven with robot feedback data which contains oscillations excited by the method with which the robot is driven

    Motion cueing in driving simulators for research applications

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    This research investigated the perception of self-motion in driving simulation, focussing on the dynamic cues produced by a motion platform. The study was undertaken in three stages, evaluating various motion cueing techniques based on both subjective ratings of realism and objective measures of driver performance. Using a Just Noticeable Difference methodology, Stage 1 determined the maximum perceptible motion scaling for platform movement in both translation and tilt. Motion cues scaled by 90% or more could not be perceptibly differentiated from unscaled motion. This result was used in Stage 2‟s examination of the most appropriate point in space at which the platform translations and rotations should be centred (Motion Reference Point, MRP). Participants undertook two tracking tasks requiring both longitudinal (braking) and lateral (steering) vehicle control. Whilst drivers appeared unable to perceive a change in MRP from head level to a point 1.1m lower, the higher position (closer to the vestibular organs) did result in marginally smoother braking, corresponding to the given requirements of the longitudinal driving task. Stage 3 explored the perceptual trade-off between the specific force error and tilt rate error generated by the platform. Three independent experimental factors were manipulated: motion scale-factor, platform tilt rate and additional platform displacement afforded by a XY-table. For the longitudinal task, slow tilt that remained sub-threshold was perceived as the most realistic, especially when supplemented by the extra surge of the XY-table. However, braking task performance was superior when a more rapid tilt was experienced. For the lateral task, perceived realism was enhanced when motion cues were scaled by 50%, particularly with added XY-sway. This preference was also supported by improvements in task accuracy. Participants ratings were unmoved by changing tilt rate, although rapid tilt did result in more precise lane control. Several interactions were also observed, most notably between platform tilt rate and XY-table availability. When the XY-table was operational, driving task performance varied little between sub-threshold and more rapid tilt. However, while the XY-table was inactive, both driving tasks were better achieved in conditions of high tilt rate. An interpretation of these results suggests that without the benefit of significant extra translational capability, priority should be given to the minimisation of specific force error through motion cues presented at a perceptibly high tilt rate. However, XY-table availability affords the simulator engineer the luxury of attaining a slower tilt that provides both accurate driving task performance and accomplishes maximum perceived realism

    CGAMES'2009

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    Subjective Evaluation of Vehicle Semi-Active Suspension for Improved Ride and Handling

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    The number of passenger cars currently equipped with semi-active suspensions has been steadily increasing in recent decades. These suspension systems provide an improvement in ride and handling when compared to passive suspensions. Currently, the approach to evaluating and tuning semi-active suspensions has been limited to objective methods or time-consuming alterations made on physical components. To alleviate the time and costs and improve the fidelity of such methods, a novel solution to subjectively evaluating vehicle semi-active suspensions is presented. The subjective evaluation method herein involves the use of a state-of-the-art dynamic driving simulator with drivers to subjectively evaluate and tune virtual semi-active suspensions. To consider the results of the proposed evaluation method accurate, high-fidelity vehicle models supplied by an OEM are studied. These vehicle models have previously been validated with objective and subjective performance data by an OEM’s expert drivers. First, offline co-simulations between VI-grade’s CarRealTime vehicle simulation software and several versions of a Simulink semi-active suspension controller are completed to objectively evaluate ride and handling. The semi-active suspension controller is based on several well-known control strategies and incorporates the vehicle’s passive suspension settings as one of the suspension modes. This feature permits a comparison between the passive and semi-active suspensions in terms of ride and handling. For the subjective evaluation, the vehicle and controller models are uploaded in a driver-in-the-loop environment. Expert drivers then execute a series of maneuvers and provide subjective feedback on the ride and handling of the different suspension modes. A questionnaire is implemented involving a list of subjective metrics tailored for ride and handling of semi-active suspensions. Furthermore, a correlation between changes in objective and subjective metrics is made to determine where correlation exists and to suggest predictive methods for future subjective ratings. A specific evaluation procedure is presented to ensure a bias among drivers is removed. The results of the subjective evaluation method prove that the method is effective at capturing relatively small changes in ride and handling, in a timely manner. The subjective ratings from the drivers showed acceptable agreement and considered many ride and handling improvements as major differences according to SAE standards. The correlation study identified a list of strong correlations between objective and subjective metrics. These results can be used to predict subjective performance when implementing offline changes to suspensions

    Data-driven performance monitoring, fault detection and dynamic dashboards for offshore wind farms

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    A Programmable Display-Layer Architecture for Virtual-Reality Applications

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    Two important technical objectives of virtual-reality systems are to provide compelling visuals and effective 3D user interaction. In this respect, modern virtual reality system architectures suffer from a number of short-comings. The reduction of end-to-end latency, crosstalk and judder are especially difficult challenges, each of which negatively affects visual quality or user interaction. In order to provide higher quality visuals, complex scenes consisting of large models are often used. Rendering such a complex scene is a time-consuming process resulting in high end-to-end latency, thereby hampering user interaction. Classic virtual-reality architectures can not adequately address these challenges due to their inherent design principles. In particular, the tight coupling between input devices, the rendering loop and the display system inhibits these systems from addressing all the aforementioned challenges simultaneously. In this thesis, a virtual-reality architecture design is introduced that is based on the addition of a new logical layer: the Programmable Display Layer (PDL). The governing idea is that an extra layer is inserted between the rendering system and the display. In this way, the display can be updated at a fast rate and in a custom manner independent of the other components in the architecture, including the rendering system. To generate intermediate display updates at a fast rate, the PDL performs per-pixel depth-image warping by utilizing the application data. Image warping is the process of computing a new image by transforming individual depth-pixels from a closely matching previous image to their updated locations. The PDL architecture can be used for a range of algorithms and to solve problems that are not easily solved using classic architectures. In particular, techniques to reduce crosstalk, judder and latency are examined using algorithms implemented on top of the PDL. Concerning user interaction techniques, several six-degrees-of-freedom input methods exists, of which optical tracking is a popular option. However, optical tracking methods also introduce several constraints that depend on the camera setup, such as line-of-sight requirements, the volume of the interaction space and the achieved tracking accuracy. These constraints generally cause a decline in the effectiveness of user interaction. To investigate the effectiveness of optical tracking methods, an optical tracker simulation framework has been developed, including a novel optical tracker to test this framework. In this way, different optical tracking algorithms can be simulated and quantitatively evaluated under a wide range of conditions. A common approach in virtual reality is to implement an algorithm and then to evaluate the efficacy of that algorithm by either subjective, qualitative metrics or quantitative user experiments, after which an updated version of the algorithm may be implemented and the cycle repeated. A different approach is followed here. Throughout this thesis, an attempt is made to automatically detect and quantify errors using completely objective and automated quantitative methods and to subsequently attempt to resolve these errors dynamically

    Experimental Investigation of Inlet Distortion in a Multistage Axial Compressor

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    The primary objective of this research is to present results and methodologies used to study total pressure inlet distortion in a multi-stage axial compressor environment. The study was performed at the Purdue 3-Stage Axial Compressor Facility (P3S) which models the final three stages of a production turbofan engine’s high-pressure compressor (HPC). The goal of this study was twofold; first, to design, implement, and validate a circumferentially traversable total pressure inlet distortion generation system, and second, to demonstrate data acquisition methods to characterize the inter-stage total pressure flow fields to study the propagation and attenuation of a one-per-rev total pressure distortion. The datasets acquired for this study are intended to support the development and validation of novel computational tools and flow physics models for turbomachinery flow analysis. Total pressure inlet distortion was generated using a series of low-porosity wire gauze screens placed upstream of the compressor in the inlet duct. The screens are mounted to a rotatable duct section that can be precisely controlled. The P3S compressor features fixed instrumentation stations located at the aerodynamic interface plane (AIP) and downstream and upstream of each vane row. Furthermore, the compressor features individually indexable stator vanes which can be traverse by up to two vane passages. Using a series of coordinated distortion and vane traverses, the total pressure flow field at the AIP and subsequent inter-stage stations was characterized with a high circumferential resolution. The uniformity of the honeycomb carrier was demonstrated by characterizing the flow field at the AIP while no distortion screens where installed. Next, the distortion screen used for this study was selected following three iterations of porosity reduction. The selected screen consisted of a series of layered screens with a 100% radial extent and a 120° circumferential extent. A detailed total pressure flow field characterization of the AIP was performed using the selected screen at nominal, low, and high compressor loading. Thermal anemometry was used to characterize the spatial variation in turbulence intensity at the AIP in an effort to further define inlet boundary conditions for future computational investigations. Two data acquisition methods for the study of distortion propagation and attenuation were utilized in this study. The first method approximated the bulk flow through each vane passage using a single rake measurement positioned near the center of the passage. All vane passages were measured virtually by rotating the distortion upstream by an increment equal to one vane passage. This method proved successful in tracking the distortion propagation and attenuation from the AIP up until the compressor exit. A second, more detailed, inter-stage flow field characterization method was used that generated a total pressure field with a circumferential resolution of 880 increments, or one every 0.41°. The resulting fields demonstrated the importance of secondary flows in the propagation of a total pressure distortion at the different loading conditions investigated. A second objective of this research was to document proposals and design efforts to outfit the existing P3S research compressor with a strain gage telemetry system. The purpose of this system is to validate and supplement existing blade tip timing data on the embedded rotor stage to support the development and validation of novel aeromechanical analysis tools. Integration strategies and telemetry considerations are discussed based on proposals and consultation provided by suppliers
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