5,613 research outputs found
Supersonic wings with significant leading-edge thrust at cruise
Experimental/theoretical correlations are presented which show that significant levels of leading edge thrust are possible at supersonic speeds for certain planforms which match the theoretical thrust distribution potential with the supporting airfoil geometry. The analytical process employed spanwise distribution of both it and/or that component of full theoretical thrust which acts as vortex lift. Significantly improved aerodynamic performance in the moderate supersonic speed regime is indicated
Computational Topology Techniques for Characterizing Time-Series Data
Topological data analysis (TDA), while abstract, allows a characterization of
time-series data obtained from nonlinear and complex dynamical systems. Though
it is surprising that such an abstract measure of structure - counting pieces
and holes - could be useful for real-world data, TDA lets us compare different
systems, and even do membership testing or change-point detection. However, TDA
is computationally expensive and involves a number of free parameters. This
complexity can be obviated by coarse-graining, using a construct called the
witness complex. The parametric dependence gives rise to the concept of
persistent homology: how shape changes with scale. Its results allow us to
distinguish time-series data from different systems - e.g., the same note
played on different musical instruments.Comment: 12 pages, 6 Figures, 1 Table, The Sixteenth International Symposium
on Intelligent Data Analysis (IDA 2017
Robot-mediated interviews: : Do robots possess advantages over human interviewers when talking to children with special needs?
Wood L.J., Dautenhahn K., Lehmann H., Robins B., Rainer A., Syrdal D.S. (2013) 'Robot-Mediated Interviews: Do Robots Possess Advantages over Human Interviewers When Talking to Children with Special Needs?', In: Herrmann G., Pearson M.J., Lenz A., Bremner P., Spiers A., Leonards U. (eds) Social Robotics. ICSR 2013. Lecture Notes in Computer Science, vol 8239. Springer, Cham Available online at doi: 10.1007/978-3-319-02675-6-6 © Springer-Verlag Berlin Heidelberg 2013Children that have a disability are up to four times more likely to be a victim of abuse than typically developing children. However, the number of cases that result in prosecution is relatively low. One of the factors influencing this low prosecution rate is communication difficulties. Our previous research has shown that typically developing children respond to a robotic interviewer very similar compared to a human interviewer. In this paper we conduct a follow up study investigating the possibility of Robot-Mediated Interviews with children that have various special needs. In a case study we investigated how 5 children with special needs aged 9 to 11 responded to the humanoid robot KASPAR compared to a human in an interview scenario. The measures used in this study include duration analysis of responses, detailed analysis of transcribed data, questionnaire responses and data from engagement coding. The main questions in the interviews varied in difficulty and focused on the theme of animals and pets. The results from quantitative data analysis reveal that the children interacted with KASPAR in a very similar manner to how they interacted with the human interviewer, providing both interviewers with similar information and amounts of information regardless of question difficulty. However qualitative analysis suggests that some children may have been more engaged with the robotic interviewer
Tactile Interactions with a Humanoid Robot : Novel Play Scenario Implementations with Children with Autism
Acknowledgments: This work has been partially supported by the European Commission under contract number FP7-231500-ROBOSKIN. Open Access: This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.The work presented in this paper was part of our investigation in the ROBOSKIN project. The project has developed new robot capabilities based on the tactile feedback provided by novel robotic skin, with the aim to provide cognitive mechanisms to improve human-robot interaction capabilities. This article presents two novel tactile play scenarios developed for robot-assisted play for children with autism. The play scenarios were developed against specific educational and therapeutic objectives that were discussed with teachers and therapists. These objectives were classified with reference to the ICF-CY, the International Classification of Functioning – version for Children and Youth. The article presents a detailed description of the play scenarios, and case study examples of their implementation in HRI studies with children with autism and the humanoid robot KASPAR.Peer reviewedFinal Published versio
Cold atom gravimetry with a Bose-Einstein Condensate
We present a cold atom gravimeter operating with a sample of Bose-condensed
Rubidium-87 atoms. Using a Mach-Zehnder configuration with the two arms
separated by a two-photon Bragg transition, we observe interference fringes
with a visibility of 83% at T=3 ms. We exploit large momentum transfer (LMT)
beam splitting to increase the enclosed space-time area of the interferometer
using higher-order Bragg transitions and Bloch oscillations. We also compare
fringes from condensed and thermal sources, and observe a reduced visibility of
58% for the thermal source. We suspect the loss in visibility is caused partly
by wavefront aberrations, to which the thermal source is more susceptible due
to its larger transverse momentum spread. Finally, we discuss briefly the
potential advantages of using a coherent atomic source for LMT, and present a
simple mean-field model to demonstrate that with currently available
experimental parameters, interaction-induced dephasing will not limit the
sensitivity of inertial measurements using freely-falling, coherent atomic
sources.Comment: 6 pages, 4 figures. Final version, published PR
A COMPARATIVE MAPPING OF ENZYMES INVOLVED IN HEXOSEMONOPHOSPHATE SHUNT AND CITRIC ACID CYCLE IN THE BRAIN *
Peer Reviewedhttp://deepblue.lib.umich.edu/bitstream/2027.42/66082/1/j.1471-4159.1963.tb05042.x.pd
A Pilot Study with a Novel Setup for Collaborative Play of the Humanoid Robot KASPAR with children with autism
This article is distributed under the terms of the Creative Commons Attribution License which permits any use, distribution, and reproduction in any medium, provided the original author(s) and the source are credited.This article describes a pilot study in which a novel experimental setup, involving an autonomous humanoid robot, KASPAR, participating in a collaborative, dyadic video game, was implemented and tested with children with autism, all of whom had impairments in playing socially and communicating with others. The children alternated between playing the collaborative video game with a neurotypical adult and playing the same game with the humanoid robot, being exposed to each condition twice. The equipment and experimental setup were designed to observe whether the children would engage in more collaborative behaviours while playing the video game and interacting with the adult than performing the same activities with the humanoid robot. The article describes the development of the experimental setup and its first evaluation in a small-scale exploratory pilot study. The purpose of the study was to gain experience with the operational limits of the robot as well as the dyadic video game, to determine what changes should be made to the systems, and to gain experience with analyzing the data from this study in order to conduct a more extensive evaluation in the future. Based on our observations of the childrens’ experiences in playing the cooperative game, we determined that while the children enjoyed both playing the game and interacting with the robot, the game should be made simpler to play as well as more explicitly collaborative in its mechanics. Also, the robot should be more explicit in its speech as well as more structured in its interactions. Results show that the children found the activity to be more entertaining, appeared more engaged in playing, and displayed better collaborative behaviours with their partners (For the purposes of this article, ‘partner’ refers to the human/robotic agent which interacts with the children with autism. We are not using the term’s other meanings that refer to specific relationships or emotional involvement between two individuals.) in the second sessions of playing with human adults than during their first sessions. One way of explaining these findings is that the children’s intermediary play session with the humanoid robot impacted their subsequent play session with the human adult. However, another longer and more thorough study would have to be conducted in order to better re-interpret these findings. Furthermore, although the children with autism were more interested in and entertained by the robotic partner, the children showed more examples of collaborative play and cooperation while playing with the human adult.Peer reviewe
Modulational instability of spinor condensates
We demonstrate, analytically and numerically, that the ferromagnetic phase of
the spinor Bose-Einstein condenstate may experience modulational instability of
the ground state leading to a fragmentation of the spin domains. Together with
other nonlinear effects in the atomic optics of ultra-cold gases (such as
coherent photoassociation and four-wave mixing) this effect provides one more
analogy between coherent matter waves and light waves in nonlinear optics.Comment: 4 pages, 4 figures. Accepted for Phys. Rev. A Rapid Communication
Designing Engaging Learning Experiences in Programming
In this paper we describe work to investigate the creation of engaging programming learning experiences. Background research informed the design of four fieldwork studies to explore how programming tasks could be framed to motivate learners. Our empirical findings from these four field studies are summarized here, with a particular focus upon one – Whack a Mole – which compared the use of a physical interface with the use of a screen-based equivalent interface to obtain insights into what made for an engaging learning experience. Emotions reported by two sets of participant undergraduate students were analyzed, identifying the links between the emotions experienced during programming and their origin. Evidence was collected of the very positive emotions experienced by learners programming with a physical interface (Arduino) in comparison with a similar program developed using a screen-based equivalent interface. A follow-up study provided further evidence of the motivation of personalized design of programming tangible physical artefacts. Collating all the evidence led to the design of a set of ‘Learning Dimensions’ which may provide educators with insights to support key design decisions for the creation of engaging programming learning experiences
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