2,736 research outputs found

    The Vector Curvaton

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    We analyze a massive vector field with a non-canonical kinetic term in the action, minimally coupled to gravity, where the mass and kinetic function of the vector field vary as functions of time during inflation. The vector field is introduced following the same idea of a scalar curvaton, which must not affect the inflationary dynamics since its energy density during inflation is negligible compared to the total energy density in the Universe. Using this hypothesis, the vector curvaton will be solely responsible for generating the primordial curvature perturbation \zeta. We have found that the spectra of the vector field perturbations are scale-invariant in superhorizon scales due to the suitable choice of the time dependence of the kinetic function and the effective mass during inflation. The preferred direction, generated by the vector field, makes the spectrum of \zeta depend on the wavevector, i.e. there exists statistical anisotropy in \zeta. This is discussed principally in the case where the mass of the vector field increases with time during inflation, where it is possible to find a heavy field (M >> H) at the end of inflation, making the particle production be practically isotropic; thus, the longitudinal and transverse spectra are nearly the same order which in turn causes that the statistical anisotropy generated by the vector field is within the observational bounds.Comment: LaTex file in Aipproc style, 6 pages, no figures. Prepared for the conference proceedings of the IX Mexican School of the DGFM-SMF: Cosmology for the XXIst Century. This work is entirely based on Refs. [23-26] and is the result of Andres A. Navarro's MSc thesi

    Energy efficiency in data collection wireless sensor networks

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    This dissertation studies the problem of energy efficiency in resource constrained and heterogeneous wireless sensor networks (WSNs) for data collection applications in real-world scenarios. The problem is addressed from three different perspectives: network routing, node energy profiles, and network management. First, the energy efficiency in a WSN is formulated as a load balancing problem, where the routing layer can diagnose and exploit the WSN topology redundancy to reduce the data traffic processed in critical nodes, independent of their hardware platform, improving their energy consumption and extending the network lifetime. We propose a new routing strategy that extends traditional cost-based routing protocols and improves their energy efficiency, while maintaining high reliability. The evaluation of our approach shows a reduction in the energy consumption of the routing layer in the busiest nodes ranging from 11% to 59%, while maintaining over 99% reliability in WSN data collection applications. Second, a study of the effect of the MAC layer on the network energy efficiency is performed based on the nodes energy consumption profile. The resulting energy profiles reveal significant differences in the energy consumption of WSN nodes depending on their external sensors, as well as their sensitivity to changes in network traffic dynamics. Finally, the design of a general integrated framework and data management system for heterogeneous WSNs is presented. This framework not only allows external users to collect data, while monitoring the network performance and energy consumption, but also enables our proposed network redundancy diagnosis and energy profile calculations

    Time Series Heterogeneous Co-execution on CPU+GPU

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    Time series motif (similarities) and discords discovery is one of the most important and challenging problems nowadays for time series analytics. We use an algorithm called “scrimp” that excels in collecting the relevant information of time series by reducing the computational complexity of the searching. Starting from the sequential algorithm we develop parallel alternatives based on a variety of scheduling policies that target different computing devices in a system that integrates a CPU multicore and an embedded GPU. These policies are named Dynamic -using Intel TBB- and Static -using C++11 threads- when targeting the CPU, and they are compared to a heterogeneous adaptive approach named LogFit -using Intel TBB and OpenCL- when targeting the co-execution on the CPU and GPU.Universidad de Málaga. Campus de Excelencia Internacional Andalucía Tech

    The initiation of rotational motion of a lying object caused by wind gusts

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    In this paper, the initiation of motion of an object lying on a horizontal floor due to the aerodynamic force produced by a time-dependent wind is considered. It is assumed in this paper that when the aerodynamic force is large enough, the body starts to rotate around the most rearward supporting contact point, or pivoting point. This motion is analyzed by studying the dynamics of the rotation of the body around a pivoting point fixed to the floor, and placed in a gravity field under time-dependent aerodynamic loads produced by a non-steady incoming flow. This rotation initiation phase, which is relevant in the case of a time-varying gusty flow, is an intermediate phase between the two stages generally considered, namely, the initial static equilibrium without motion, and the final flight. In this intermediate phase, which is studied here, the rotational dynamics of the body should be taken into account and the gust characteristics as well, in order to determine whether once initiated the motion it leads to either a frustrated motion or to a successful one. A non-linear mathematical model has been developed, and a linear approximation is deduced, which allows us to obtain the condition for a successful flight. This condition shows two limits, valid for either long or short duration gusts, respectively. Some experiments have been performed in a gust wind tunnel, and results show a satisfactory agreement. To take into account the intrinsic random character of the phenomena in practical situations, expressions for the probability of exceeding the condition for successful flight under short duration gusts are obtained, assuming common probability density functions for the random parameters involved

    Frequency UWB Channel

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    Ultra wideband (UWB) transmission systems are characterized with either a fractional bandwidth of more that 20%, or a large absolute bandwidth (>500 MHz) in the 3.1 GHz to 10.6 GHz band, and for a very low power spectral density (-41.25 dBm/MHz, equivalent to 75nW/MHz), which allows to share the spectrum with other narrowband and wideband systems without causing interference (FCC, 2002), this spectral allocation has initiated an extremely productive activity for industry and academia. Wireless communications experts now consider UWB as available spectrum to be utilized with a variety of techniques and not specifically related to the generation and detection of short RF pulses as in the past (Batra, 2004). For this reason, UWB systems are emerging as the best solution for high speed short range indoor wireless communication and sensor networks, with applications in home networking, high-quality multimedia content delivery, radars systems of high accuracy, etc. UWB has many attractive properties, including low interference to and from other wireless systems, easier wall and floor penetration, and inherent security due to its Low Probability Interception/Detection (LPI/D). Two of the most promising applications of UWB are High Data Rate Wireless Personal Area Network (HDR-WPAN), and Sensor Networks, where the good ranging and geo-location capabilities of UWB are particularly useful and of interest for military applications (Molisch, 2005)

    Open Source 3D Game Engines for Serious Games Modeling

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    In this chapter we will review some tools and open source Game Engines used for modeling of real scenarios in serious games for training. One of the typical uses of serious games (3D serious games) is specialized training in dangerous tasks or when the training is quite expensive. However, typical games use artificial scenarios, created by artists and created according to the restrictions imposed by the Game engine used. In our experience, some tasks require the use of a real scenario like a city, forest area, etc, and most of this information is available as Digital Terrain Models in Geographic Information Systems (GIS). The problem here is that GIS formats are not compatible with 3D formats used in Game engines. Then we have to solve the problem of convert the GIS format to a 3D format supported by the Game Engine
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