8 research outputs found

    An all-optical soliton FFT computational arrangement in the 3NLSE-domain

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    In this paper an all-optical soliton method for calculating the Fast Fourier Transform (FFT) algorithm is presented. The method comes as an extension of the calculation methods (soliton gates) as they become possible in the cubic non-linear Schrödinger equation (3NLSE) domain, and provides a further proof of the computational abilities of the scheme. The method involves collisions entirely between first order solitons in optical fibers whose propagation evolution is described by the 3NLSE. The main building block of the arrangement is the half-adder processor. Expanding around the half-adder processor, the “butterfly” calculation process is demonstrated using first order solitons, leading eventually to the realisation of an equivalent to a full Radix-2 FFT calculation algorithm

    Adaptive virtual MIMO single cluster optimization in a small cell

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    Adaptive Virtual MIMO optimized in a single cluster of small cells is shown in this paper to achieve near Shannon channel capacity when operating with partial or no Channel State Information. Although, access links have enormously increased in the recent years, the operational system complexity remains linear regardless of the number of access nodes in the system proposed. Adaptive Virtual MIMO optimized in a single cluster performs a theoretical information spectral efficiency, almost equal to that of the upper bounds of a typical mesh network, up to 43 bits/s/Hz at a SNR of 30dB while the BER performance remains impressively low hitting the 10−6 at an SNR of about 13 dB when the theoretical upper bound of an ideal small cell mesh network achieves the 10−6 at a SNR of 12.5 dB. In addition, in a sub-optimum channel condition, the channel capacity and BER performance of the proposed solution is shown to drastically delay saturation even for the very high SNR

    Examining brain activity while playing computer games

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    In this paper, an investigation and its results towards brain activity pattern recognition while playing computer games using a non-invasive brain-computer interface (BCI) device is presented. The main aim of the study was to analyse data recorded while participants were engaged in playing popular computer games. The major contribution of the analysis presented is the confirmation of the hypothesis that there is a connection between activities in the brain and the different categories of computer games. Three different popular computer games were used, and the recordings took place under the conditions imposed by two different environments, a noisy one (a typical open-access university computer lab) and a quiet one (a typical controlled-access university computer lab under controlled environmental parameters). Initial results, obtained after analysing the raw electro-encephalography (EEG) recorded data, suggest that there might be a significant connection between the type of activity taking place in the human brain and the type of computer game a player is engaging with

    Computing with first and higher order solitons in non-linear optical media

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    Algorithms and approaches for procedural terrain generation

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    This paper aims to discuss existing approaches to procedural terrain generation for games. This will include both the many functions that are used to generate ‘noise’ (something that has proved exceptionally useful in procedural terrain and texture synthesis) as well as some advanced procedural content generation techniques. The paper concludes with a summary of the discussed material while attempting to highlight areas for future research
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