63,165 research outputs found
The wider context of performance analysis and it application in the football coaching process
The evolving role of PA and the associated proliferation of positions and internships within high performance sport has driven consideration for a change, or at least a broadening, of emphasis for use of PA analysis. In order to explore the evolution of PA from both an academic and practitioner perspective this paper considers the wider conceptual use of PA analysis. In establishing this, the paper has 4 key aims: (1) To establish working definitions of PA and where it sits within the contemporary sports science and coaching process continuum; (2) To consider how PA is currently used in relation to data generation; (3) To explore how PA could be used to ensure transfer of information, and; (4) To give consideration to the practical constrains potentially faced by coach and analyst when implementing PA strategies in the future
Progress report 3 of cooperative program for design, fabrication, and testing of high modulus composite helicopter shafting
This report describes the third phase of work, the objective of which was to overcome the excessive brittleness of the previously developed UH-1 helicopter tail rotor drive shaft design which demonstrated a shaft train weight savings of 53.1% over the current 2024-T3 aluminum shaft train. A materials impact program demonstrated exceptionally noteworthy performance of two woven constructions containing E-glass and PRD 49-III (designation later changed to KEVLAR 49) fibers in an epoxy resin matrix. Thermoplastic matrices and PRD 49-III fiber provided impact resistance at low weight which was superior to composites having the same fiber in a thermoset resin matrix. A design, fabrication, and test program showed that shaft impact resistance could be improved over the previously developed graphite composite design at a cost in shaft train rate savings. The shaft train weight savings of the most impact tolerant construction was 4.0% over the current aluminum shaft train. Alternating plies of graphite and glass appear to provide substantially greater tube impact durability than that provided by hybridization of the two fibers into one tape wound to a ply design equivalent in strength and stiffness to that of the alternating ply design. Recommendations were made to continue research work to exploit the potential for more impact-durable structures through the use of KEVLAR 49 fiber, woven structures, thermoplastic matrices and THORNEL 50-S/KEVLAR 49 blends with thermoset matrices
A compilation of magnetic observatories
Magnetic observatories for use during international quiet sun year /iqsy
A Spin-Orbit Alignment for the Hot Jupiter HATS-3b
We have measured the alignment between the orbit of HATS-3b (a recently
discovered, slightly inflated Hot Jupiter) and the spin-axis of its host star.
Data were obtained using the CYCLOPS2 optical-fiber bundle and its simultaneous
calibration system feeding the UCLES spectrograph on the Anglo-Australian
Telescope. The sky-projected spin-orbit angle of was
determined from spectroscopic measurements of Rossiter-McLaughlin effect. This
is the first exoplanet discovered through the HATSouth transit survey to have
its spin-orbit angle measured. Our results indicate that the orbital plane of
HATS-3b is consistent with being aligned to the spin axis of its host star. The
low obliquity of the HATS-3 system, which has a relatively hot mid F-type host
star, agrees with the general trend observed for Hot Jupiter host stars with
effective temperatures K to have randomly distributed spin-orbit angles.Comment: 13 pages. Accepted for publication in the Astrophysical Journa
Sketch-based virtual human modelling and animation
Animated virtual humans created by skilled artists play a remarkable role in today’s public entertainment. However, ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. We developed a new method and a novel sketching interface, which enable anyone who can draw to “sketch-out” 3D virtual humans and animation.
We devised a “Stick FigureFleshing-outSkin Mapping” graphical pipeline, which decomposes the complexity of figure drawing and considerably boosts the modelling and animation efficiency. We developed a gesture-based method for 3D pose reconstruction from 2D stick figure drawings. We investigated a “Creative Model-based Method”, which performs a human perception process to transfer users’ 2D freehand sketches into 3D human bodies of various body sizes, shapes and fat distributions. Our current system supports character animation in various forms including articulated figure animation, 3D mesh model animation, and 2D contour/NPR animation with personalised drawing styles. Moreover, this interface also supports sketch-based crowd animation and 2D storyboarding of 3D multiple character interactions. A preliminary user study was conducted to support the overall system design. Our system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes
Sketching-out virtual humans: From 2d storyboarding to immediate 3d character animation
Virtual beings are playing a remarkable role in today’s public entertainment, while ordinary users are still treated as audiences due to the lack of appropriate expertise, equipment, and computer skills. In this paper, we present a fast and intuitive storyboarding interface, which enables users to sketch-out 3D virtual humans, 2D/3D animations, and character intercommunication. We devised an intuitive “stick figurefleshing-outskin mapping” graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path/timing control, and the final animation synthesis by almost pure 2D sketching. A “creative model-based method” is developed, which emulates a human perception process, to generate the 3D human bodies of variational sizes, shapes, and fat distributions. Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication. This system has been formally tested by various users on Tablet PC. After minimal training, even a beginner can create vivid virtual humans and animate them within minutes
Sketching-out virtual humans: A smart interface for human modelling and animation
In this paper, we present a fast and intuitive interface for sketching out
3D virtual humans and animation. The user draws stick figure key frames first and
chooses one for “fleshing-out” with freehand body contours. The system
automatically constructs a plausible 3D skin surface from the rendered figure, and
maps it onto the posed stick figures to produce the 3D character animation. A
“creative model-based method” is developed, which performs a human perception
process to generate 3D human bodies of various body sizes, shapes and fat
distributions. In this approach, an anatomical 3D generic model has been created with
three distinct layers: skeleton, fat tissue, and skin. It can be transformed sequentially
through rigid morphing, fatness morphing, and surface fitting to match the original
2D sketch. An auto-beautification function is also offered to regularise the 3D
asymmetrical bodies from users’ imperfect figure sketches. Our current system
delivers character animation in various forms, including articulated figure animation,
3D mesh model animation, 2D contour figure animation, and even 2D NPR animation
with personalised drawing styles. The system has been formally tested by various
users on Tablet PC. After minimal training, even a beginner can create vivid virtual
humans and animate them within minutes
Analysis of electromagnetic waves on a dielectric rod immersed in a plasma including a discussion of diagnostic applications
Guided electromagnetic waves propagating along lossless dielectric rod immersed in isotropic and uniaxial plasmas determined for applications to plasma diagnostic
- …