23 research outputs found

    The science case for the EISCAT_3D radar

    Get PDF
    The EISCAT (European Incoherent SCATer) Scientific Association has provided versatile incoherent scatter (IS) radar facilities on the mainland of northern Scandinavia (the EISCAT UHF and VHF radar systems) and on Svalbard (the electronically scanning radar ESR (EISCAT Svalbard Radar) for studies of the high-latitude ionised upper atmosphere (the ionosphere). The mainland radars were constructed about 30 years ago, based on technological solutions of that time. The science drivers of today, however, require a more flexible instrument, which allows measurements to be made from the troposphere to the topside ionosphere and gives the measured parameters in three dimensions, not just along a single radar beam. The possibility for continuous operation is also an essential feature. To facilitatefuture science work with a world-leading IS radar facility, planning of a new radar system started first with an EU-funded Design Study (2005–2009) and has continued with a follow-up EU FP7 EISCAT_3D Preparatory Phase project (2010–2014). The radar facility will be realised by using phased arrays, and a key aspect is the use of advanced software and data processing techniques. This type of software radar will act as a pathfinder for other facilities worldwide. The new radar facility will enable the EISCAT_3D science community to address new, significant science questions as well as to serve society, which is increasingly dependent on space-based technology and issues related to space weather. The location of the radar within the auroral oval and at the edge of the stratospheric polar vortex is also ideal for studies of the long-term variability in the atmosphere and global change. This paper is a summary of the EISCAT_3D science case, which was prepared as part of the EU-funded Preparatory Phase project for the new facility. Three science working groups, drawn from the EISCAT user community, participated in preparing this document. In addition to these working group members, who are listed as authors, thanks are due to many others in the EISCAT scientific community for useful contributions, discussions, and support

    Flyables: Exploring 3D Interaction Spaces for Levitating Tangibles

    No full text

    Strategies for context-adaptive message dissemination in vehicular ad hoc networks

    No full text
    Abstract — In future deployments of Vehicular Ad hoc Networks (VANETs) safety-related applications such as local danger warning (LDW) will use broadcast-based communication schemes to transmit information to other vehicles within the network. The unlimited flooding of a message throughout the whole network however, is neither feasible nor intended. The high resulting traffic load would congest the shared wireless medium and prevent other, potentially highly relevant and time-critical messages from getting access to the medium. Existing strategies to limit redundant packet retransmissions manage to make broadcast-based data packet dissemination more efficient and reliable. However, they do not take into account the individual network’s nodes interest in information. In fact, the static mechanisms proposed are not adequate to leverage the limited network resources as efficiently as possible in varying network conditions and to transport information to where it is needed as fast as possible. Therefore, we propose an altruistic communication scheme which differentiates data traffic according to the benefit it is likely to provide to potential recipients. A system for calculating and leveraging message benefit and two different node architectures are presented. With the help of a comprehensive simulation environment, the performance of our concept is analyzed. Comparative simulative studies show that an improvement of the benefit provided to all the participants in a VANET is also possible with the help of the readily available IEEE 802.11e standard, but to a lower extent. I

    Are Drones Ready for Takeoff? Reflecting on Challenges and Opportunities in Human-Drone Interfaces

    No full text
    International audienceRecent technical advances introduced drones into the consumer market. Thus, past research explored drones as levitating objects that provide in-situ interaction and assistance. While specific use cases and feedback scenarios have been researched extensively, technical and social constraints prevent drones from proliferating into daily life. In this work, we present past research in the area of human-drone interaction we conducted. We present technical boundaries and user-based considerations that arose during our research. We discuss our lessons learned and conclude how to deal with current challenges in the area of human-drone interaction

    Car-2-Car Communication Consortium - Manifesto

    Get PDF
    This document summarizes and describes the main building blocks of the Car2X Communication System as it is pursued by the Car2Car Communication Consortium (C2C-CC). “Car2X” means interactions among cars, between cars and infrastructures, and viceversa. It provides interested readers with an introduction to Car2X communications. It is intended to be a living document which will be complemented according to the progress of the work of the C2C-CC. One main objective of this document is to give insight into ongoing and upcoming activities, such as public funded projects which target to contribute to the C2C-CC specifications, an overview on ongoing work and results achieved so far. In addition, this document provides concepts and technologies that have been developed or identified by the C2C-CC and assessed as necessary building blocks to be proposed for a standard

    motionEAP: An Overview of 4 Years of Combining Industrial Assembly with Augmented Reality for Industry 4.0

    No full text
    With our society moving towards Industry 4.0, an increasing number of tasks and procedures in manual workplaces are augmented with a digital component. While the research area of Internet-of-Things focuses on combining physical objects with their digital counterpart, the question arises how the interface to human workers should be designed in such Industry 4.0 environments. The project motionEAP focuses on using Augmented Reality for creating an interface between workers and digital products in interactive workplace scenarios. In this paper, we summarize the work that has been done in the motionEAP project over the run-time of 4 years. Further, we provide guidelines for creating interactive workplaces using Augmented Reality, based on the experience we gained
    corecore