10 research outputs found

    Digitalization of Aeronautic Painting Shop Floors for Improved Commissioning Activities

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    Industrial commissioning plays a critical role in ensuring the safe and efficient operation of facilities and minimizes downtime and maintenance costs over their lifetime. To extend and adjust commissioning capabilities, Virtual Commissioning uses digital models of devices and processes to verify, validate, and optimize code programming, and component selection. To perform the validation process, a simulation involving control devices and process digital twins is required, leading to inherent computational complexity. Distributed simulation approach allows for simulation of complex systems by breaking down a large simulation into smaller, manageable parts that can be run simultaneously on separate processors, while still preserving the overall behavior and interactions of the system being simulated. This paper presents a distributed Virtual Commissioning solution for a spray paint process presented in UAV painting shop floor. The methodology for developing the implementation is described in detail: greenfield scenario generation, automation process, software toolchain development, selection of communication protocols, re-use of digital twins for extended applications, and complexity analysis. A set of 3d scenarios is used to demonstrate the result’s performance

    In silicon no one can hear you scream: Evolving fighting creatures

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    Virtual creatures operating in a physically realistic 3D environment, as originally introduced by Karl Sims, provide a challenging domain for artificial evolution. However, few coevolutionary experiments have been reported. Here we describe the results of our experiments on the evolution of physical combat among virtual creatures: essentially, we evolve creatures that trade blows with each other. While several authors have involved highly abstract forms of “combat ” in their systems, this is (to our knowledge) the first example of realistic physical combat between virtual creatures, based on actual contact and physical damage. This poses the question of apportioning damage in a collision. Our solution is to assign damage proportionally to how much each colliding limb contributed to the occurrence and depth of the collision. Our system successfully evolves a wide range of morphologies and fighting behaviours, which we describe visually and verbally. As with our previous efforts, our source code is publicly available

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