Development of a Support Tool for Cost and Schedule Integration Managment at Program Level

There has been gradual progress of late in construction projects, particularly in big-scale megaprojects. Due to the long-term construction period, however, with large-scale budget investment, lack of construction management technologies, and increase in the incomplete elements of project schedule management, a plan to conduct efficient operations and to ensure business safety is required. In particular, as the project management information system (PMIS) is meant for managing a single project centering on the construction phase, there is a limitation in the management of program-scale businesses like megaprojects. Thus, a program management information system (PgMIS) that includes program-level management technologies is needed to manage multiple projects. In this study, a support tool was developed for managing the cost and schedule information occurring in the construction phase, at the program level. In addition, a case study on the developed support tool was conducted to verify the usability of the system. With the use of the developed support tool program, construction managers can monitor the progress of the entire project and of the individual subprojects in real time.

Real Time Multi-Sensory Force Sensing Mat for Sports Biomechanics and Human Gait Analysis

This paper presents a real time force sensing instrument that is designed for human gait analysis purposes. It is capable of recording and monitoring ground reaction forces exerted by human foot during various activities such as walking, running and jumping in real time. In overall, force sensing mat mainly consists of three elements: the force sensing mat, signal conditioning circuit and data acquisition device. Force sensing mat is the mat that contains an array of force sensing elements. To control and process the incoming signal from the force sensing mat, Force-Logger and Force-Reloader are developed using National Instrument Labview. This paper describes the architecture of the force sensing mat, signal conditioning circuit and the real time streaming of the incoming data from the force sensing mat. Additionally, a preliminary experiment dataset is presented in this paper.

Implementation of Sprite Animation for Multimedia Application

Animation is simply defined as the sequencing of a series of static images to generate the illusion of movement. Most people believe that actual drawings or creation of the individual images is the animation, when in actuality it is the arrangement of those static images that conveys the motion. To become an animator, it is often assumed that needed the ability to quickly design masterpiece after masterpiece. Although some semblance of artistic skill is a necessity for the job, the real key to becoming a great animator is in the comprehension of timing. This paper will use a combination of sprite animation, frame animation, and some other techniques to cause a group of multi-colored static images to slither around in the bounded area. In addition to slithering, the images will also change the color of different parts of their body, much like the real world creatures that have this amazing ability to change the colors on their bodies do. This paper was implemented by using Java 2 Standard Edition (J2SE). It is both time-consuming and expensive to create animations, regardless if they are created by hand or by using motion-capture equipment. If the animators could reuse old animations and even blend different animations together, a lot of work would be saved in the process. The main objective of this paper is to examine a method for blending several animations together in real time. This paper presents and analyses a solution using Weighted Skeleton Animation (WSA) resulting in limited CPU time and memory waste as well as saving time for the animators. The idea presented is described in detail and implemented. In this paper, text animation, vertex animation, sprite part animation and whole sprite animation were tested. In this research paper, the resolution, smoothness and movement of animated images will be carried out from the parameters, which will be obtained from the experimental research of implementing this paper.

Laboratory Experimentation for Supporting Collaborative Working in Engineering Education over the Internet

Collaborative working environments for distance education can be considered as a more generic form of contemporary remote labs. At present, the majority of existing real laboratories are not constructed to allow the involved participants to collaborate in real time. To make this revolutionary learning environment possible we must allow the different users to carry out an experiment simultaneously. In recent times, multi-user environments are successfully applied in many applications such as air traffic control systems, team-oriented military systems, chat-text tools, multi-player games etc. Thus, understanding the ideas and techniques behind these systems could be of great importance in the contribution of ideas to our e-learning environment for collaborative working. In this investigation, collaborative working environments from theoretical and practical perspectives are considered in order to build an effective collaborative real laboratory, which allows two students or more to conduct remote experiments at the same time as a team. In order to achieve this goal, we have implemented distributed system architecture, enabling students to obtain an automated help by either a human tutor or a rule-based e-tutor.

Grid Coordination with Marketmaker Agents

Market based models are frequently used in the resource allocation on the computational grid. However, as the size of the grid grows, it becomes difficult for the customer to negotiate directly with all the providers. Middle agents are introduced to mediate between the providers and customers and facilitate the resource allocation process. The most frequently deployed middle agents are the matchmakers and the brokers. The matchmaking agent finds possible candidate providers who can satisfy the requirements of the consumers, after which the customer directly negotiates with the candidates. The broker agents are mediating the negotiation with the providers in real time. In this paper we present a new type of middle agent, the marketmaker. Its operation is based on two parallel operations - through the investment process the marketmaker is acquiring resources and resource reservations in large quantities, while through the resale process it sells them to the customers. The operation of the marketmaker is based on the fact that through its global view of the grid it can perform a more efficient resource allocation than the one possible in one-to-one negotiations between the customers and providers. We present the operation and algorithms governing the operation of the marketmaker agent, contrasting it with the matchmaker and broker agents. Through a series of simulations in the task oriented domain we compare the operation of the three agents types. We find that the use of marketmaker agent leads to a better performance in the allocation of large tasks and a significant reduction of the messaging overhead.

Development of EPID-based Real time Dose Verification for Dynamic IMRT

An electronic portal image device (EPID) has become a method of patient-specific IMRT dose verification for radiotherapy. Research studies have focused on pre and post-treatment verification, however, there are currently no interventional procedures using EPID dosimetry that measure the dose in real time as a mechanism to ensure that overdoses do not occur and underdoses are detected as soon as is practically possible. As a result, an EPID-based real time dose verification system for dynamic IMRT was developed and was implemented with MATLAB/Simulink. The EPID image acquisition was set to continuous acquisition mode at 1.4 images per second. The system defined the time constraint gap, or execution gap at the image acquisition time, so that every calculation must be completed before the next image capture is completed. In addition, the

System Reliability by Prediction of Generator Output and Losses in a Competitive Energy Market

In a competitive energy market, system reliability should be maintained at all times. Power system operation being of online in nature, the energy balance requirements must be satisfied to ensure reliable operation the system. To achieve this, information regarding the expected status of the system, the scheduled transactions and the relevant inputs necessary to make either a transaction contract or a transmission contract operational, have to be made available in real time. The real time procedure proposed, facilitates this. This paper proposes a quadratic curve learning procedure, which enables a generator-s contribution to the retailer demand, power loss of transaction in a line at the retail end and its associated losses for an oncoming operating scenario to be predicted. Matlab program was used to test in on a 24-bus IEE Reliability Test System, and the results are found to be acceptable.

Partial 3D Reconstruction using Evolutionary Algorithms

When reconstructing a scenario, it is necessary to know the structure of the elements present on the scene to have an interpretation. In this work we link 3D scenes reconstruction to evolutionary algorithms through the vision stereo theory. We consider vision stereo as a method that provides the reconstruction of a scene using only a couple of images of the scene and performing some computation. Through several images of a scene, captured from different positions, vision stereo can give us an idea about the threedimensional characteristics of the world. Vision stereo usually requires of two cameras, making an analogy to the mammalian vision system. In this work we employ only a camera, which is translated along a path, capturing images every certain distance. As we can not perform all computations required for an exhaustive reconstruction, we employ an evolutionary algorithm to partially reconstruct the scene in real time. The algorithm employed is the fly algorithm, which employ “flies" to reconstruct the principal characteristics of the world following certain evolutionary rules.