921 research outputs found

    A programmable logic controller based laboratory analysis of conventional and intelligent control schemes for non-liner systems

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    Published ArticleIntelligent Neural Network (NN) based control schemes have surmounted many of the limitations found in the conventional control approaches such as Proportional Integral Derivative (PID) control. Nevertheless, these modern control techniques have only recently been introduced for use on industrial computational platforms such as the Programmable Logic Controller (PLC). Intelligent control on PLCs thus remains an area that is open to further research and development. In this paper, a strongly non-linear mechatronic type system, namely the Ball-on-Wheel balancing system, is developed using a PLC as its control platform. The research details the implementation of an intelligent controller on a standard, medium specification PLC. The results from the intelligent controller are then compared to those produced by a variety of conventional controllers as physical parameters are varied. Finally, the system is presented as a stimulating educational tool that addresses the knowledge gap that exists in industry pertaining to the implementation of these intelligent control algorithms on PLCs

    A survey of good practice in control education

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    This paper gives a focussed summary of good practice taken primarily from engineers who are responsible for teaching topics related to systems and control. This engineering specialisation allows the paper to give some degree of focus in the discussions around laboratories, software and assessment, although naturally many of the conclusions are generic. A key intention is to provide a summary document or survey paper which can be used by academics as a start point in studies of what is effective in the discipline. It is also hoped that such a summary will will be useful to engineering institutions in drawing together and disseminating open access resources that are freely available to the community at large

    INTEROPERABILITY FOR MODELING AND SIMULATION IN MARITIME EXTENDED FRAMEWORK

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    This thesis reports on the most relevant researches performed during the years of the Ph.D. at the Genova University and within the Simulation Team. The researches have been performed according to M&S well known recognized standards. The studies performed on interoperable simulation cover all the environments of the Extended Maritime Framework, namely Sea Surface, Underwater, Air, Coast & Land, Space and Cyber Space. The applications cover both the civil and defence domain. The aim is to demonstrate the potential of M&S applications for the Extended Maritime Framework, applied to innovative unmanned vehicles as well as to traditional assets, human personnel included. A variety of techniques and methodology have been fruitfully applied in the researches, ranging from interoperable simulation, discrete event simulation, stochastic simulation, artificial intelligence, decision support system and even human behaviour modelling

    ExerLink: Enabling Pervasive Social Exergames with Heterogeneous Exercise Devices

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    We envision that diverse social exercising games, or exergames, will emerge, featuring much richer interactivity with immersive game play experiences. Further, the recent advances of mobile devices and wireless networking will make such social engagement more pervasive - people carry portable exergame devices (e.g., jump ropes) and interact with remote users anytime, anywhere. Towards this goal, we explore the potential of using heterogeneous exercise devices as game controllers for a multi-player social exergame; e.g., playing a boat paddling game with two remote exercisers (one with a jump rope, and the other with a treadmill). In this paper, we propose a novel platform called ExerLink that converts exercise intensity to game inputs and intelligently balances intensity/delay variations for fair game play experiences. We report the design considerations and guidelines obtained from the design and development processes of game controllers. We validate the efficacy of game controllers and demonstrate the feasibility of social exergames with heterogeneous exercise devices via extensive human subject studies.

    Proceedings of the 20th International Conference on Multimedia in Physics Teaching and Learning

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    Proceedings of the 20th International Conference on Multimedia in Physics Teaching and Learning

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    Micro-seismic Elastic Reflection Full Waveform Inversion with An Equivalent Source

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    In micro-seismic event measurements, pinpointing the passive source's exact spatial and temporal location is paramount. This research advocates for the combined use of both P- and S-wave data, captured by geophone monitoring systems, to improve source inversion accuracy. Drawing inspiration from the secondary source concept in Elastic Reflection Full Waveform Inversion (ERFWI), we introduce an equivalent source term. This term combines source functions and source images. Our optimization strategy iteratively refines the spatial locations of the source, its temporal functions, and associated velocities using a full waveform inversion framework. Under the premise of an isotropic medium with consistent density, the source is defined by two spatial and three temporal components. This offers a nuanced source representation in contrast to the conventional seismic moment tensor. To address gradient computation, we employ the adjoint-state method. However, we encountered pronounced non-linearity in waveform inversion of micro-seismic events, primarily due to the unknown source origin time, resulting in cycle skipping challenges. To counteract this, we devised an objective function that is decoupled from the source origin time. This function is formulated by convolving reference traces with both observed and predicted data. Through the concurrent inversion of the source image, source time function, and velocity model, our method offers precise estimations of these parameters, as validated by a synthetic 2D example based on a modified Marmousi model. This nested inversion approach promises enhanced accuracy in determining the source image, time function, and velocity model

    The age of interactivity: An historical analysis of public discourses on interactivity in Ireland 1995 - 2009.

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    Interactivity is integral to media and communications and yet is a contested concept in the literature. There is little agreement on its meaning not least because of its multidisciplinary nature. Previous research, concerned with finding a single definition of interactivity, has focused narrowly on specific contexts of communication using limited methodologies. This thesis argues that several meanings of interactivity are in circulation and that the search for one bounded definition constrains understanding of its role and fails to recognise its analytical potential. The study makes an original contribution to research by presenting findings from an analysis of public discourses on interactivity, a valuable source of material neglected in research to date. It shows that at least nine thematic representations of interactivity are in circulation representing different aspects of its role in communicative events. These are identified as the Empowering, Commercial, Pedagogical, Aesthetic, Ludological, Futuropia, Hula-hoop, Sceptical and Information Society themes. The results are based on a longitudinal content and discourse analysis of fifteen years of newspaper coverage in Ireland, an original methodological addition to research, reflecting both a unique national perspective on the concept and the flow of influential international discourses within a small state. The content analysis draws a detailed quantitative picture of how and where interactivity arises in news coverage while the discourse analysis examines qualitative aspects of the dominant, overlapping and conflicting discourses around interactivity and the discourse communities operating behind the talk. The analysis illustrates how thematic representations of interactivity coexist both in discourse and in individual communicative events, suggesting the potential for layered interactivities in communication. The ‘age of interactivity’ describes a wide range of discourses from hype and myths around interactivity to its potentially transformative role in communication. Overall this thesis highlights the value of interactivity as a communication concept and analytical tool with rich research potential
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