8,561 research outputs found
Performance Analysis of Physical Layer Network Coding for Two-way Relaying over Non-regenerative Communication Satellites
Two-way relaying is one of the major applications of broadband communication
satellites, for which an efficient technique is Physical Layer Network Coding
(PLNC). Earlier studies have considered satellites employing PLNC with onboard
processing. This paper investigates the performance of PLNC over
non-regenerative satellites, as a majority of the operational and planned
satellites have no onboard processing. Assuming that the channel magnitudes of
the two users are equal, two operating conditions are considered with
uncoded-QPSK relaying. In the first condition, both users are completely
synchronized in phase and transmit power, and in the second condition, phase is
not synchronized. The peak power constraint imposed by the satellite amplifier
is considered and the error performance bounds are derived for both the
conditions. The simulation results for end-to-end Bit Error Rate (BER) and
throughput are provided. These results shall enable communication system
designers to decide system parameters like power and linearity, and perform
tradeoff analysis between different relaying schemes.Comment: 9 pages and 13 figure
Estimation in a discrete tail rate family of recapture sampling models
In the context of recapture sampling design for debugging experiments the problem of estimating the error or hitting rate of the faults remaining in a system is considered. Moment estimators are derived for a family of models in which the rate parameters are assumed proportional to the tail probabilities of a discrete distribution on the positive integers. The estimators are shown to be asymptotically normal and fully efficient. Their fixed sample properties are compared, through simulation, with those of the conditional maximum likelihood estimators
Barriers and dispersal surfaces in minimum-time interception
Minimum time interception of a target moving in a horizontal plane is analyzed as a one-player differential game. Dispersal points and points on the barrier are located for a class of pursuit evasion and interception problems. These points are determined by constructing cross sections of the isochrones and hence obtaining the barrier, dispersal, and control level surfaces. The game solution maps the controls as a function of the state within the capture region
Optimal feedback strategies for pursuit-evasion and interception in a plane
Variable-speed pursuit-evasion and interception for two aircraft moving in a horizontal plane are analyzed in terms of a coordinate frame fixed in the plane at termination. Each participant's optimal motion can be represented by extremal trajectory maps. These maps are used to discuss sub-optimal approximations that are independent of the other participant. A method of constructing sections of the barrier, dispersal, and control-level surfaces and thus determining feedback strategies is described. Some examples are shown for pursuit-evasion and the minimum-time interception of a straight-flying target
Single-Symbol ML Decodable Distributed STBCs for Partially-Coherent Cooperative Networks
Space-time block codes (STBCs) that are single-symbol decodable (SSD) in a
co-located multiple antenna setting need not be SSD in a distributed
cooperative communication setting. A relay network with N relays and a single
source-destination pair is called a partially-coherent relay channel (PCRC) if
the destination has perfect channel state information (CSI) of all the channels
and the relays have only the phase information of the source-to-relay channels.
In this paper, first, a new set of necessary and sufficient conditions for a
STBC to be SSD for co-located multiple antenna communication is obtained. Then,
this is extended to a set of necessary and sufficient conditions for a
distributed STBC (DSTBC) to be SSD for a PCRC, by identifying the additional
conditions. Using this, several SSD DSTBCs for PCRC are identified among the
known classes of STBCs. It is proved that even if a SSD STBC for a co-located
MIMO channel does not satisfy the additional conditions for the code to be SSD
for a PCRC, single-symbol decoding of it in a PCRC gives full-diversity and
only coding gain is lost. It is shown that when a DSTBC is SSD for a PCRC, then
arbitrary coordinate interleaving of the in-phase and quadrature-phase
components of the variables does not disturb its SSD property for PCRC.
Finally, it is shown that the possibility of {\em channel phase compensation}
operation at the relay nodes using partial CSI at the relays increases the
possible rate of SSD DSTBCs from when the relays do not have CSI
to 1/2, which is independent of N
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K2P channels and their protein partners.
A decade since their discovery, the K2P channels are recognized as pathways dedicated to regulated background leakage of potassium ions that serve to control neuronal excitability. The recent identification of protein partners that directly interact with K2P channels (SUMO, 14-3-3 and Vpu1) has exposed new regulatory pathways. Reversible linkage to SUMO silences K2P1 plasma membrane channels; phosphorylation of K2P3 enables 14-3-3 binding to affect forward trafficking, whereas it decreases open probability of K2P2; and, Vpu1, an HIV encoded partner, mediates assembly-dependent degradation of K2P3. An operational strategy has emerged: tonic inhibition of K2P channels allows baseline neuronal activity until enhanced potassium leak is required to suppress excitability
Wireless Bidirectional Relaying using Physical Layer Network Coding with Heterogeneous PSK Modulation
In bidirectional relaying using Physical Layer Network Coding (PLNC), it is
generally assumed that users employ same modulation schemes in the Multiple
Access phase. However, as observed by Zhang et al., it may not be desirable for
the users to always use the same modulation schemes, particularly when
user-relay channels are not equally strong. Such a scheme is called
Heterogeneous PLNC. However, the approach in [1] uses the computationally
intensive Closest Neighbour Clustering (CNC) algorithm to find the network
coding maps to be applied at the relay. Also, the treatment is specific to
certain cases of heterogeneous modulations. In this paper, we show that, when
users employ heterogeneous but symmetric PSK modulations, the network coding
maps and the mapping regions in the fade state plane can be obtained
analytically. Performance results are provided in terms of Relay Error Rate
(RER) and Bit Error Rate (BER).Comment: 10 pages, 10 figures and 3 table
Exponential approximations in optimal design
One-point and two-point exponential functions have been developed and proved to be very effective approximations of structural response. The exponential has been compared to the linear, reciprocal and quadratic fit methods. Four test problems in structural analysis have been selected. The use of such approximations is attractive in structural optimization to reduce the numbers of exact analyses which involve computationally expensive finite element analysis
A formulation and analysis of combat games
Combat is formulated as a dynamical encounter between two opponents, each of whom has offensive capabilities and objectives. With each opponent is associated a target in the event space in which he endeavors to terminate the combat, thereby winning. If the combat terminates in both target sets simultaneously or in neither, a joint capture or a draw, respectively, is said to occur. Resolution of the encounter is formulated as a combat game; namely, as a pair of competing event-constrained differential games. If exactly one of the players can win, the optimal strategies are determined from a resulting constrained zero-sum differential game. Otherwise the optimal strategies are computed from a resulting non-zero-sum game. Since optimal combat strategies frequencies may not exist, approximate of delta-combat games are also formulated leading to approximate or delta-optimal strategies. To illustrate combat games, an example, called the turret game, is considered. This game may be thought of as a highly simplified model of air combat, yet it is sufficiently complex to exhibit a rich variety of combat behavior, much of which is not found in pursuit-evasion games
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