6,335 research outputs found

    Beamed energy propulsion

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    Beamed energy concepts offer an alternative for an advanced propulsion system. The use of a remote power source reduces the weight of the propulsion system in flight and this, combined with the high performance, provides significant payload gains. Within the context of this study's baseline scenario, two beamed energy propulsion concepts are potentially attractive: solar thermal propulsion and laser thermal propulsion. The conceived beamed energy propulsion devices generally provide low thrust (tens of pounds to hundreds of pounds); therefore, they are typically suggested for cargo transportation. For the baseline scenario, these propulsion system can provide propulsion between the following nodes: (1) low Earth orbit to geosynchronous Earth orbit; (2) low Earth orbit to low lunar orbit; (3) low lunar orbit to low Mars orbit--only solar thermal; and (4) lunar surface to low lunar orbit--only laser thermal

    Low-thrust chemical propulsion

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    Results from investigations leading to the definition of low thrust chemical engine concepts are described. From the thrust chamber cooling analyses, regenerative/radiation-cooled LO2/H2 thrust chambers offered the largest thrust and chamber pressure operational envelope primarily due to the superior cooling capability of hydrogen and its low critical pressure. Regenerative/radiation-cooled LO2/CH4 offered the next largest operational envelope. The maximum chamber pressure for film/radiation-cooling was significantly lower than for regenerative/radiation-cooling. As in regeneration-cooling, LO2/H2 thrust chambers achieved the highest maximum chamber pressure, LO2/CH4 film/radiation-cooling was found not feasible and LO2/RP-1 film/radiation-cooling was extremely limited. In the engine cycle/configuration evaluation, the engine cycle matrix was defined through the incorporation of the heat transfer results. Engine cycle limits were established with the fuel-cell power cycle achieving the highest chamber pressure; however, the fuel cell system weights were excessive. The staged combustion cycle achieved the next highest chamber pressure but the preburner operational feasibility was in question

    Head-related Impulse Response Cues for Spatial Auditory Brain-computer Interface

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    This study provides a comprehensive test of a head-related impulse response (HRIR) cues for a spatial auditory brain-computer interface (saBCI) speller paradigm. We present a comparison with the conventional virtual sound headphone-based spatial auditory modality. We propose and optimize the three types of sound spatialization settings using a variable elevation in order to evaluate the HRIR efficacy for the saBCI. Three experienced and seven naive BCI users participated in the three experimental setups based on ten presented Japanese syllables. The obtained EEG auditory evoked potentials (AEP) resulted with encouragingly good and stable P300 responses in online BCI experiments. Our case study indicated that users could perceive elevation in the saBCI experiments generated using the HRIR measured from a general head model. The saBCI accuracy and information transfer rate (ITR) scores have been improved comparing to the classical horizontal plane-based virtual spatial sound reproduction modality, as far as the healthy users in the current pilot study are concerned.Comment: 4 pages, 4 figures, accepted for EMBC 2015, IEEE copyrigh

    Inter-stimulus Interval Study for the Tactile Point-pressure Brain-computer Interface

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    The paper presents a study of an inter-stimulus interval (ISI) influence on a tactile point-pressure stimulus-based brain-computer interface's (tpBCI) classification accuracy. A novel tactile pressure generating tpBCI stimulator is also discussed, which is based on a three-by-three pins' matrix prototype. The six pin-linear patterns are presented to the user's palm during the online tpBCI experiments in an oddball style paradigm allowing for "the aha-responses" elucidation, within the event related potential (ERP). A subsequent classification accuracies' comparison is discussed based on two ISI settings in an online tpBCI application. A research hypothesis of classification accuracies' non-significant differences with various ISIs is confirmed based on the two settings of 120 ms and 300 ms, as well as with various numbers of ERP response averaging scenarios.Comment: 4 pages, 5 figures, accepted for EMBC 2015, IEEE copyrigh

    Chromatic and High-frequency cVEP-based BCI Paradigm

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    We present results of an approach to a code-modulated visual evoked potential (cVEP) based brain-computer interface (BCI) paradigm using four high-frequency flashing stimuli. To generate higher frequency stimulation compared to the state-of-the-art cVEP-based BCIs, we propose to use the light-emitting diodes (LEDs) driven from a small micro-controller board hardware generator designed by our team. The high-frequency and green-blue chromatic flashing stimuli are used in the study in order to minimize a danger of a photosensitive epilepsy (PSE). We compare the the green-blue chromatic cVEP-based BCI accuracies with the conventional white-black flicker based interface.Comment: 4 pages, 4 figures, accepted for EMBC 2015, IEEE copyrigh

    Game Based Learning for Safety and Security Education

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    Safety and security education are important part of technology related education, because of recent number of increase in safety and security related incidents. Game based learning is an emerging and rapidly advancing forms of computer-assisted instruction. Game based learning for safety and security education enables students to learn concepts and skills without the risk of physical injury and security breach. In this paper, a pedestal grinder safety game and physical security game have been developed using industrial standard modeling and game development software. The average score of the knowledge test of grinder safety game was 82%, which is higher than traditional lecture only instruction method. In addition, the survey of physical security game shows 84% average satisfaction ratio from high school students who played the game during the summer camp. The results of these studies indicated that game based learning method can enhance students' learning without potential harm to the students
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