Abstract: This paper proposes new algorithms for the computeraided
design and manufacture (CAD/CAM) of 3D woven multi-layer
textile structures. Existing commercial CAD/CAM systems are often
restricted to the design and manufacture of 2D weaves. Those
CAD/CAM systems that do support the design and manufacture of
3D multi-layer weaves are often limited to manual editing of design
paper grids on the computer display and weave retrieval from stored
archives. This complex design activity is time-consuming, tedious
and error-prone and requires considerable experience and skill of a
technical weaver. Recent research reported in the literature has
addressed some of the shortcomings of commercial 3D multi-layer
weave CAD/CAM systems. However, earlier research results have
shown the need for further work on weave specification, weave
generation, yarn path editing and layer binding. Analysis of 3D
multi-layer weaves in this research has led to the design and
development of efficient and robust algorithms for the CAD/CAM of
3D woven multi-layer textile structures. The resulting algorithmically
generated weave designs can be used as a basis for lifting plans that
can be loaded onto looms equipped with electronic shedding
mechanisms for the CAM of 3D woven multi-layer textile structures.
Abstract: A geothermal power plant multiple simulator for
operators training is presented. The simulator is designed to be
installed in a wireless local area network and has a capacity to train
one to six operators simultaneously, each one with an independent
simulation session. The sessions must be supervised only by one
instructor. The main parts of this multiple simulator are: instructor
and operator-s stations. On the instructor station, the instructor
controls the simulation sessions, establishes training exercises and
supervises each power plant operator in individual way. This station
is hosted in a Main Personal Computer (NS) and its main functions
are: to set initial conditions, snapshots, malfunctions or faults,
monitoring trends, and process and soft-panel diagrams. On the other
hand the operators carry out their actions over the power plant
simulated on the operator-s stations; each one is also hosted in a PC.
The main software of instructor and operator-s stations are executed
on the same NS and displayed in PCs through graphical Interactive
Process Diagrams (IDP). The geothermal multiple simulator has been
installed in the Geothermal Simulation Training Center (GSTC) of
the Comisi├│n Federal de Electricidad, (Federal Commission of
Electricity, CFE), Mexico, and is being utilized as a part of the
training courses for geothermal power plant operators.
Abstract: The spectral action balance equation is an equation that
used to simulate short-crested wind-generated waves in shallow water
areas such as coastal regions and inland waters. This equation consists
of two spatial dimensions, wave direction, and wave frequency which
can be solved by finite difference method. When this equation with
dominating propagation velocity terms are discretized using central
differences, stability problems occur when the grid spacing is chosen
too coarse. In this paper, we introduce the splitting modified donorcell
scheme for avoiding stability problems and prove that it is
consistent to the modified donor-cell scheme with same accuracy. The
splitting modified donor-cell scheme was adopted to split the wave
spectral action balance equation into four one-dimensional problems,
which for each small problem obtains the independently tridiagonal
linear systems. For each smaller system can be solved by direct or
iterative methods at the same time which is very fast when performed
by a multi-cores computer.
Abstract: In this paper, real-coded genetic algorithm (RCGA) optimization technique has been applied for large-scale linear dynamic multi-input-multi-output (MIMO) system. The method is based on error minimization technique where the integral square error between the transient responses of original and reduced order models has been minimized by RCGA. The reduction procedure is simple computer oriented and the approach is comparable in quality with the other well-known reduction techniques. Also, the proposed method guarantees stability of the reduced model if the original high-order MIMO system is stable. The proposed approach of MIMO system order reduction is illustrated with the help of an example and the results are compared with the recently published other well-known reduction techniques to show its superiority.
Abstract: In the present research, steam cracking of two types of
feedstocks i.e., naphtha and ethane is simulated for Pyrocrack1-1 and
2/2 coil configurations considering two key parameters of coil outlet
temperature (COT) and coil capacity using a radical based kinetic
model. The computer model is confirmed using the industrial data
obtained from Amirkabir Petrochemical Complex. The results are in
good agreement with performance data for naphtha cracking in a
wide range of severity (0.4-0.7), and for ethane cracking on various
conversions (50-70). It was found that Pyrocrack2-2 coil type is an
appropriate choice for steam cracking of ethane at reasonable
ethylene yield while resulting in much lower tube wall temperature
while Pyrocrack1-1 coil type is a proper selection for liquid
feedstocks i.e. naphtha. It can be used for cracking of liquid
feedstocks at optimal ethylene yield whereas not exceeding the
allowable maximum tube temperature.
Abstract: This paper proposes view-point insensitive human
pose recognition system using neural network. Recognition system
consists of silhouette image capturing module, data driven database,
and neural network. The advantages of our system are first, it is
possible to capture multiple view-point silhouette images of 3D human
model automatically. This automatic capture module is helpful to
reduce time consuming task of database construction. Second, we
develop huge feature database to offer view-point insensitivity at pose
recognition. Third, we use neural network to recognize human pose
from multiple-view because every pose from each model have similar
feature patterns, even though each model has different appearance and
view-point. To construct database, we need to create 3D human model
using 3D manipulate tools. Contour shape is used to convert silhouette
image to feature vector of 12 degree. This extraction task is processed
semi-automatically, which benefits in that capturing images and
converting to silhouette images from the real capturing environment is
needless. We demonstrate the effectiveness of our approach with
experiments on virtual environment.
Abstract: To simulate heating systems in buildings, a research oriented computer code has been developed in Sharif University of Technology in Iran where the climate, existing heating equipment in buildings, consumer behavior and their interactions are considered for simulating energy consumption in conventional systems such as heaters, radiators and fan-coils. In order to validate the computer code, the available data of five buildings was used and the computed consumed energy was compared with the estimated energy extracted from monthly bills. The initial heating system was replaced by the alternative system and the effect of this change was observed on the energy consumption. As a result, the effect of changing heating equipment on energy consumption was investigated in different climates. Changing heater to radiator renders energy conservation up to 50% in all climates and changing radiator to fan-coil decreases energy consumption in climates with cold and dry winter.
Abstract: Group work, projects and discussions are important
components of teacher education courses whether they are face-toface,
blended or exclusively online formats. This paper examines the varieties of tasks and challenges with this learning format in a face to
face class teacher education class providing specific examples of both
failure and success from both the student and instructor perspective.
The discussion begins with a brief history of collaborative and cooperative learning, moves to an exploration of the promised
benefits and then takes a look at some of the challenges which can
arise specifically from the use of new technologies. The discussion concludes with guidelines and specific suggestions.
Abstract: There are many researches to detect collision between real object and virtual object in 3D space. In general, these techniques are need to huge computing power. So, many research and study are constructed by using cloud computing, network computing, and distribute computing. As a reason of these, this paper proposed a novel fast 3D collision detection algorithm between real and virtual object using 2D intersection area. Proposed algorithm uses 4 multiple cameras and coarse-and-fine method to improve accuracy and speed performance of collision detection. In the coarse step, this system examines the intersection area between real and virtual object silhouettes from all camera views. The result of this step is the index of virtual sensors which has a possibility of collision in 3D space. To decide collision accurately, at the fine step, this system examines the collision detection in 3D space by using the visual hull algorithm. Performance of the algorithm is verified by comparing with existing algorithm. We believe proposed algorithm help many other research, study and application fields such as HCI, augmented reality, intelligent space, and so on.
Abstract: Recently, the improvements in processing performance
of a computer and in high speed communication of an optical fiber
have been achieved, so that the amount of data which are processed
by a computer and flowed on a network has been increasing greatly.
However, in a client-server system, since the server receives and
processes the amount of data from the clients through the network, a
load on the server is increasing. Thus, there are needed to introduce
a server with high processing ability and to have a line with high
bandwidth. In this paper, concerning to P2P networks to resolve the
load on a specific server, a criterion called an Indexed-Priority Metric
is proposed and its performance is evaluated. The proposed metric is
to allocate some files to each node. As a result, the load on a specific
server can distribute them to each node equally well. A P2P file
sharing system using the proposed metric is implemented. Simulation
results show that the proposed metric can make it distribute files on
the specific server.
Abstract: When programming in languages such as C, Java, etc.,
it is difficult to reconstruct the programmer's ideas only from the
program code. This occurs mainly because, much of the programmer's
ideas behind the implementation are not recorded in the code during
implementation. For example, physical aspects of computation such as
spatial structures, activities, and meaning of variables are not required
as instructions to the computer and are often excluded. This makes the
future reconstruction of the original ideas difficult. AIDA, which is a
multimedia programming language based on the cyberFilm model, can
solve these problems allowing to describe ideas behind programs
using advanced annotation methods as a natural extension to
programming. In this paper, a development environment that
implements the AIDA language is presented with a focus on the
annotation methods. In particular, an actual scientific numerical
computation code is created and the effects of the annotation methods
are analyzed.
Abstract: Finger spelling is an art of communicating by signs
made with fingers, and has been introduced into sign language to serve
as a bridge between the sign language and the verbal language.
Previous approaches to finger spelling recognition are classified into
two categories: glove-based and vision-based approaches. The
glove-based approach is simpler and more accurate recognizing work
of hand posture than vision-based, yet the interfaces require the user to
wear a cumbersome and carry a load of cables that connected the
device to a computer. In contrast, the vision-based approaches provide
an attractive alternative to the cumbersome interface, and promise
more natural and unobtrusive human-computer interaction. The
vision-based approaches generally consist of two steps: hand
extraction and recognition, and two steps are processed independently.
This paper proposes real-time vision-based Korean finger spelling
recognition system by integrating hand extraction into recognition.
First, we tentatively detect a hand region using CAMShift algorithm.
Then fill factor and aspect ratio estimated by width and height
estimated by CAMShift are used to choose candidate from database,
which can reduce the number of matching in recognition step. To
recognize the finger spelling, we use DTW(dynamic time warping)
based on modified chain codes, to be robust to scale and orientation
variations. In this procedure, since accurate hand regions, without
holes and noises, should be extracted to improve the precision, we use
graph cuts algorithm that globally minimize the energy function
elegantly expressed by Markov random fields (MRFs). In the
experiments, the computational times are less than 130ms, and the
times are not related to the number of templates of finger spellings in
database, as candidate templates are selected in extraction step.
Abstract: In this paper, we propose an improved 3D star skeleton
technique, which is a suitable skeletonization for human posture representation
and reflects the 3D information of human posture.
Moreover, the proposed technique is simple and then can be performed
in real-time. The existing skeleton construction techniques, such as
distance transformation, Voronoi diagram, and thinning, focus on the
precision of skeleton information. Therefore, those techniques are not
applicable to real-time posture recognition since they are computationally
expensive and highly susceptible to noise of boundary. Although
a 2D star skeleton was proposed to complement these problems,
it also has some limitations to describe the 3D information of the
posture. To represent human posture effectively, the constructed skeleton
should consider the 3D information of posture. The proposed 3D
star skeleton contains 3D data of human, and focuses on human action
and posture recognition. Our 3D star skeleton uses the 8 projection
maps which have 2D silhouette information and depth data of human
surface. And the extremal points can be extracted as the features of 3D
star skeleton, without searching whole boundary of object. Therefore,
on execution time, our 3D star skeleton is faster than the “greedy" 3D
star skeleton using the whole boundary points on the surface. Moreover,
our method can offer more accurate skeleton of posture than the
existing star skeleton since the 3D data for the object is concerned.
Additionally, we make a codebook, a collection of representative 3D
star skeletons about 7 postures, to recognize what posture of constructed
skeleton is.
Abstract: In this paper we present high performance
dynamically allocated multi-queue (DAMQ) buffer schemes for fault
tolerance systems on chip applications that require an interconnection
network. Two virtual channels shared the same buffer space. Fault
tolerant mechanisms for interconnection networks are becoming a
critical design issue for large massively parallel computers. It is also
important to high performance SoCs as the system complexity keeps
increasing rapidly. On the message switching layer, we make
improvement to boost system performance when there are faults
involved in the components communication. The proposed scheme is
when a node or a physical channel is deemed as faulty, the previous
hop node will terminate the buffer occupancy of messages destined
to the failed link. The buffer usage decisions are made at switching
layer without interactions with higher abstract layer, thus buffer
space will be released to messages destined to other healthy nodes
quickly. Therefore, the buffer space will be efficiently used in case
fault occurs at some nodes.
Abstract: In this article, we expose our research work in
Human-machine Interaction. The research consists in manipulating
the workspace by eyes. We present some of our results, in particular
the detection of eyes and the mouse actions recognition. Indeed, the
handicaped user becomes able to interact with the machine in a more
intuitive way in diverse applications and contexts. To test our
application we have chooses to work in real time on videos captured
by a camera placed in front of the user.
Abstract: The purpose of this research was to study the inspector performance by using computer based training (CBT). Visual inspection task was printed circuit board (PCB) simulated on several types of defects. Subjects were 16 undergraduate randomly selected from King Mongkut-s University of Technology Thonburi and test for 20/20. Then, they were equally divided on performance into two groups (control and treatment groups) and were provided information before running the experiment. Only treatment group was provided feedback information after first experiment. Results revealed that treatment group was showed significantly difference at the level of 0.01. The treatment group showed high percentage on defects detected. Moreover, the attitude of inspectors on using the CBT to inspection was showed on good. These results have been showed that CBT could be used for training to improve inspector performance.
Abstract: In order to enhance the usability of the human computer interface (HCI) on the touchscreen, this study explored the optimal tactile depth and effect of visual cues on the user-s tendency to touch the touchscreen icons. The experimental program was designed on the touchscreen in this study. Results indicated that the ratio of the icon size to the tactile depth was 1:0.106. There were significant effects of experienced users and novices on the tactile feedback depth (p < 0.01). In addition, the results proved that the visual cues provided a feedback that helped to guide the user-s touch icons accurately and increased the capture efficiency for a tactile recognition field. This tactile recognition field was 18.6 mm in length. There was consistency between the experienced users and novices under the visual cue effects. Finally, the study developed an applied design with touch feedback for touchscreen icons.
Abstract: This article investigates a contribution of synthesized visual speech. Synthesis of visual speech expressed by a computer consists in an animation in particular movements of lips. Visual speech is also necessary part of the non-manual component of a sign language. Appropriate methodology is proposed to determine the quality and the accuracy of synthesized visual speech. Proposed methodology is inspected on Czech speech. Hence, this article presents a procedure of recording of speech data in order to set a synthesis system as well as to evaluate synthesized speech. Furthermore, one option of the evaluation process is elaborated in the form of a perceptual test. This test procedure is verified on the measured data with two settings of the synthesis system. The results of the perceptual test are presented as a statistically significant increase of intelligibility evoked by real and synthesized visual speech. Now, the aim is to show one part of evaluation process which leads to more comprehensive evaluation of the sign speech synthesis system.
Abstract: The Informational Infrastructures of small and medium-sized manufacturing enterprises are relatively poor, there are serious shortages of capitals which can be invested in informatization construction, computer hardware and software resources, and human resources. To address the informatization issue in small and medium-sized manufacturing enterprises, and enable them to the application of advanced management thinking and enhance their competitiveness, the paper establish a manufacturing-oriented small and medium-sized enterprises informatization platform based on the ASP business intelligence technology, which effectively improves the scientificity of enterprises decision and management informatization.
Abstract: In this paper we analyze the application of a formal proof system to the discrete logarithm problem used in publickey cryptography. That means, we explore a computer verification of the ElGamal encryption scheme with the formal proof system Isabelle/HOL. More precisely, the functional correctness of this algorithm is formally verified with computer support. Besides, we present a formalization of the DSA signature scheme in the Isabelle/HOL system. We show that this scheme is correct what is a necessary condition for the usefulness of any cryptographic signature scheme.