11 research outputs found

    The Buffered Block Forward Backward technique for solving electromagnetic wave scattering problems

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    This work focuses on efficient numerical techniques for solving electromagnetic wave scattering problems. The research is focused on three main areas: scattering from perfect electric conductors, 2D dielectric scatterers and 3D dielectric scattering objects. The problem of fields scattered from perfect electric conductors is formulated using the Electric Field Integral Equation. The Coupled Field Integral Equation is used when a 2D homogeneous dielectric object is considered. The Combined Field Integral Equation describes the problem of scattering from 3D homogeneous dielectric objects. Discretising the Integral Equation Formulation using the Method of Moments creates the matrix equation that is to be solved. Due to the large number of discretisations necessary the resulting matrices are of significant size and therefore the matrix equations cannot be solved by direct inversion and iterative methods are employed instead. Various iterative techniques for solving the matrix equation are presented including stationary methods such as the ”forwardbackward” technique, as well its matrix-block version. A novel iterative solver referred to as Buffered Block Forward Backward (BBFB) method is then described and investigated. It is shown that the incorporation of buffer regions dampens spurious diffraction effects and increases the computational efficiency of the algorithm. The BBFB is applied to both perfect electric conductors and homogeneous dielectric objects. The convergence of the BBFB method is compared to that of other techniques and it is shown that, depending on the grouping and buffering used, it can be more effective than classical methods based on Krylov subspaces for example. A possible application of the BBFB, namely the design of 2D dielectric photonic band-gap TeraHertz waveguides is investigated. i

    Design of 2D TeraHertz band-gap photonic waveguides using an accelerated integral equation technique

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    This paper describes the application of the buffered block forward backward (BBFB) method to the problem of modeling 2D terahertz (THz) photonic band gap waveguides at the frequency of 3 THz. The method of moments (MoM) is applied to the integral equation (IE) formulation in order to obtain the linear system that is solved using the BBFB technique. The waveguide dimensions are obtained using the gap map technique

    Innovative algorithms for prioritised AR/VR content delivery

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    This paper proposes, describes and analyses two innovative approaches which make use of the Multipath Transmission Control Protocol (MPTCP) and its multiple flows for prioritised AR/VR content delivery. The first approach involves delivery of prioritised data using a fixed subflow and therefore establishment of a virtual private channel (VPC) for sending data. The second approach introduces a novel QoS on-the-fly (QoSF) algorithm that evaluates all subflows’ delivery performance and dynamically selects one of them to deliver the prioritised content with the lowest latency. Both algorithms are assessed in singlehomed and multi-homed configurations and present different performance improvements in comparison to the classic MPTCP. While QoSF algorithm demonstrates the best performance in scenarios where the delivery latency variation between subflows is high, the VPC algorithm has the best results in scenarios where this variation is smaller

    Innovative algorithms for prioritised AR/VR content delivery

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    This paper proposes, describes and analyses two innovative approaches which make use of the Multipath Transmission Control Protocol (MPTCP) and its multiple flows for prioritised AR/VR content delivery. The first approach involves delivery of prioritised data using a fixed subflow and therefore establishment of a virtual private channel (VPC) for sending data. The second approach introduces a novel QoS on-the-fly (QoSF) algorithm that evaluates all subflows' delivery performance and dynamically selects one of them to deliver the prioritised content with the lowest latency. Both algorithms are assessed in single-homed and multi-homed configurations and present different performance improvements in comparison to the classic MPTCP. While QoSF algorithm demonstrates the best performance in scenarios where the delivery latency variation between sub flows is high, the VPC algorithm has the best results in scenarios where this variation is smaller

    A MPTCP-based RTT-aware packet delivery prioritisation algorithm in AR/VR scenarios

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    This work proposes, describes and performs performance analysis of a Round-Trip Time (RTT)-aware packet delivery prioritisation algorithm (RDPA) for networked Augmented Reality/Nirtual Reality (ARNR) content distribution. In this approach, the proposed algorithm uses the built-in multipath delivery feature of MPTCP. RDPA tracks, identifies and redirects the priority packets through the subflow that presents best opportunities to deliver the content with the lowest latency in the next transmission interval. This subflow selection is based on a linear regression that analyses each subflow behaviour and identifies the best subflow in terms of latency. The assessment of this algorithm is performed in a Network Simulator 3-based simulation environment and indicates performance improvements varying from 8% to 36% (peak performance) when compared with the MPTCP default operation

    A MPTCP-based RTT-aware packet Delivery prioritisation algorithm in AR/VR scenarios

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    This work proposes, describes and performs performance analysis of a Round-Trip Time (RTT)-aware packet delivery prioritisation algorithm (RDPA) for networked Augmented Reality/Virtual Reality (AR/VR) content distribution. In this approach, the proposed algorithm uses the built-in multipath delivery feature of MPTCP. RDPA tracks, identifies and redirects the priority packets through the subflow that presents best opportunities to deliver the content with the lowest latency in the next transmission interval. This subflow selection is based on a linear regression that analyses each subflow behaviour and identifies the best subflow in terms of latency. The assessment of this algorithm is performed in a Network Simulator 3-based simulation environment and indicates performance improvements varying from 8% to 36% (peak performance) when compared with the MPTCP default operation

    An innovative algorithm for improved quality multipath delivery of Virtual Reality content

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    This paper describes and evaluates an Innovative Algorithm for Improved Quality Multipath Delivery of Virtual Reality Content (QM4VR) that addresses the stringent communication requirements of Virtual Reality (VR) applications. Making use of the Multipath TCP (MPTCP) built-in multipath delivery features (subflows), QM4VR explores the subflows' characteristics, evaluates their performance (e.g., delay, throughput or loss) and proposes a new management scheme to improve the Quality of Service (QOS) of the VR applications. glsqm4vr adopts a Machine Learning (ML)-based approach to evaluate the subflows' performance which is implemented in two steps: 1) a linear regression scheme to forecast the subflow's performance for a given feature; and 2) a linear classification scheme to arrange the results obtained in step 1. Based on these results QM4VR selects the most appropriate subflows for data delivery in order to achieve improvement of VR QOS levels

    FINAL FRONTIER GAME: A CASE STUDY ON LEARNER EXPERIENCE

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    International audienceTeachers are facing many difficulties when trying to improve the motivation, engagement, and learning outcomes of students in Science, Technology, Engineering, and Mathematics (STEM) subjects. Game-based learning helps the students learn in an immersive and engaging environment, attracting them more towards STEM education. This paper introduces a new interactive educational 3D video game called Final Frontier, designed for primary school children. The proposed game design methodology is described and an analysis of a research study conducted in Ireland that investigated learner experience through a survey is presented. Results show that: (1) 92.5% of students have confirmed that the video game helped them to understand better the characteristics of the planets from the Solar system, and (2) 92.6% of students enjoyed the game and appreciated different game features, including the combination between fun and learning aspects which exists in the game

    Innovative Technology-based Solutions for Primary, Secondary and Tertiary STEM Education

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    This book presents innovative technology-enhanced learning solutions for STEM education proposed by the EU Horizon 2020-funded NEWTON project by first highlighting the benefits and limitations of existing research work, e-learning systems and case studies that embedded technology in the teaching and learning process. NEWTON's proposed innovative technologies and pedagogies include adaptive multimedia and multiple sensorial media, virtual reality, fabrication and virtual labs, gamification, personalisation, game-based learning and self-directed learning pedagogies. The main objectives are to encourage STEM education among younger generations and to attract students to STEM subjects, making these subjects more appealing and interesting. Real life deployment of NEWTON technologies and developed educational materials in over 20 European educational institutions at primary, secondary and tertiary levels demonstrated statistical significant increases in terms of learner satisfaction, learner motivation and knowledge acquisition

    Improving STEM Learning Experience in Primary School by Using NEWTON Project Innovative Technologies

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    Nowadays school curriculum is changing and more and more teachers are incorporating STEM content and themes into their classrooms. Students need to be proficient in STEM fields in order to be ready for the new technology driven society. Game-based learning and the latest visual technologies such as Augmented Reality, Virtual Reality and Virtual Labs can motive students to study STEM topics through an immersive and engaging environment. This research introduces NEWTON project that integrates into a learning platform (NEWTELP) different innovative technologies and deploys them in various European learning environments. In particular, Final Frontier, a novel interactive educational video game about solar system designed for primary school children is presented. A research study that involved the use of the game in a primary Irish school from Dublin, has investigated the learner experience. An analysis of the results show that over 90% of students confirmed that the game helped them to learn about the characteristics of the planets from the Solar system and they enjoyed the game and the game features in particular the fun aspect, the exploration tasks, stars and meteorites collection, avatar, use of jetpack, and the interactive puzzles
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