2,162 research outputs found
Intelligent Based Terrain Preview Controller for a 3-axle Vehicle
Presented at 13th International Symposium on Advanced Vehicle Control, AVEC'16; Munich 13-16/09/2016The paper presents a six-wheel half longitudinal model and the design of a dual level control architecture. The first (top) level is designed using a Sugeno fuzzy inference feedforward architecture with and without preview. The second level of controllers are locally managing each wheel for each axle. As the vehicle is moving forward the front wheels and suspension units will have less time to respond when compared to the middle and rear units, hence a preview sensor is used to compensate. The paper shows that the local active suspensions together with the Sugeno Fuzzy, (locally optimised using subtractive clustering), Feedforward control strategy is more effective and this architecture has resulted in reducing the sprung mass vertical acceleration and pitch accelerations
Using Serious Games in Higher Education: Reclaiming the Learning Time
Today's technology provides learners with full control of when, where and how they will access the learning material. Although the advantages are apparent , there are also some “side-effects”. One of them is that the “learning time” is not explicitly defined anymore. It is the design of the learning application that should consider for this, reclaim the learning time and create the necessary conditions for the “learning momentum”. The aim of this paper is to present a serious game that has been created for Law students at the University of Westminster, London, and to discuss the cognitive processes it activates. Serious games aim to teach students, using techniques from the game industry. Gamified elements are used alongside educational theories. The game presented here is a simulation of a tutorial that teaches the “Law of murder”. Students are presented with a case, they are asked to apply the law and decide if this is a murder or not. During the game the main principle of “learning by doing” is applied. One of the objectives of the game is to make students to focus on the topic and make the best use of the “learning momentum”
Conductance fluctuations and boundary conditions
The conductance fluctuations for various types for two-- and
three--dimensional disordered systems with hard wall and periodic boundary
conditions are studied, all the way from the ballistic (metallic) regime to the
localized regime. It is shown that the universal conductance fluctuations (UCF)
depend on the boundary conditions. The same holds for the metal to insulator
transition. The conditions for observing the UCF are also given.Comment: 4 pages RevTeX, 5 figures include
Quenching of magnetic excitations in single adsorbates at surfaces: Mn on CuN/Cu(100)
The lifetimes of spin excitations of Mn adsorbates on CuN/Cu(100) are
computed from first-principles. The theory is based on a strong-coupling
T-matrix approach that evaluates the decay of a spin excitation due to
electron-hole pair creation. Using a previously developed theory [Phys. Rev.
Lett. {\bf 103}, 176601 (2009) and Phys. Rev. B {\bf 81}, 165423 (2010)], we
compute the excitation rates by a tunneling current for all the Mn spin states.
A rate equation approach permits us to simulate the experimental results by
Loth and co-workers [Nat. Phys. {\bf 6}, 340 (2010)] for large tunnelling
currents, taking into account the finite population of excited states. Our
simulations give us insight into the spin dynamics, in particular in the way
polarized electrons can reveal the existence of an excited state population. In
addition, it reveals that the excitation process occurs in a way very different
from the deexcitation one. Indeed, while excitation by tunnelling electrons
proceeds via the s and p electrons of the adsorbate, deexcitation mainly
involves the d electrons
A self-adapting latency/power tradeoff model for replicated search engines
For many search settings, distributed/replicated search engines deploy a large number of machines to ensure efficient retrieval. This paper investigates how the power consumption of a replicated search engine can be automatically reduced when the system has low contention, without compromising its efficiency. We propose a novel self-adapting model to analyse the trade-off between latency and power consumption for distributed search engines. When query volumes are high and there is contention for the resources, the model automatically increases the necessary number of active machines in the system to maintain acceptable query response times. On the other hand, when the load of the system is low and the queries can be served easily, the model is able to reduce the number of active machines, leading to power savings. The model bases its decisions on examining the current and historical query loads of the search engine. Our proposal is formulated as a general dynamic decision problem, which can be quickly solved by dynamic programming in response to changing query loads. Thorough experiments are conducted to validate the usefulness of the proposed adaptive model using historical Web search traffic submitted to a commercial search engine. Our results show that our proposed self-adapting model can achieve an energy saving of 33% while only degrading mean query completion time by 10 ms compared to a baseline that provisions replicas based on a previous day's traffic
A methodology for full-system power modeling in heterogeneous data centers
The need for energy-awareness in current data centers has encouraged the use of power modeling to estimate their power consumption. However, existing models present noticeable limitations, which make them application-dependent, platform-dependent, inaccurate, or computationally complex. In this paper, we propose a platform-and application-agnostic methodology for full-system power modeling in heterogeneous data centers that overcomes those limitations. It derives a single model per platform, which works with high accuracy for heterogeneous applications with different patterns of resource usage and energy consumption, by systematically selecting a minimum set of resource usage indicators and extracting complex relations among them that capture the impact on energy consumption of all the resources in the system. We demonstrate our methodology by generating power models for heterogeneous platforms with very different power consumption profiles. Our validation experiments with real Cloud applications show that such models provide high accuracy (around 5% of average estimation error).This work is supported by the Spanish Ministry of Economy and Competitiveness under contract TIN2015-65316-P, by the Gener-
alitat de Catalunya under contract 2014-SGR-1051, and by the European Commission under FP7-SMARTCITIES-2013 contract 608679 (RenewIT) and FP7-ICT-2013-10 contracts 610874 (AS- CETiC) and 610456 (EuroServer).Peer ReviewedPostprint (author's final draft
Immersive Learning Research Network
Computer games have now been around for over three decades and the term serious games has been attributed to the use of computer games that are thought to have educational value. Game-based learning (GBL) has been applied in a number of different fields such as medicine, languages and software engineering. Furthermore, serious games can be a very effective as an instructional tool and can assist learning by providing an alternative way of presenting instructions and content on a supplementary level, and can promote student motivation and interest in subject matter resulting in enhanced learning effectiveness. REVLAW (Real and Virtual Reality Law) is a research project that the departments of Law and Computer Science of Westminster University have proposed as a new framework in which law students can explore a real case scenario using Virtual Reality (VR) technology to discover important pieces of evidence from a real-given scenario and make up their mind over the crime case if this is a murder or not. REVLAW integrates the immersion into VR as the perception of being physically present in a non-physical world. The paper presents the prototype framework and the mechanics used to make students focus on the crime case and make the best use of this immersive learning approach
Engaging immersive video consumers: Challenges regarding 360-degree gamified video applications
360-degree videos is a new medium that has gained the attention of the research community imposing challenges for creating more interactive and engaging immersive experiences. The purpose of this study is to introduce a set of technical and design challenges for interactive, gamified 360-degree mixed reality applications that immerse and engage users. The development of gamified applications refers to the merely incorporation of game elements in the interaction design process to attract and engage the user through playful interaction with the virtual world. The study presents experiments with the incorporation of series of game elements such as time pressure challenges, badges and user levels, storytelling narrative and immediate visual feedback to the interaction design logic of a mixed reality mobile gaming application that runs in an environment composed of 360-degree video and 3D computer generated objects. In the present study, the architecture and overall process for creating such an application is being presented along with a list of design implications and constraints. The paper concludes with future directions and conclusions on improving the level of immersion and engagement of 360-degree video consumers
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