COVISE and the Virtual Intuitive Simulation Test bed

Author(s):  
Andreas Wierse
Keyword(s):  
Test Bed ◽  

OPNET is a network simulation tool which can simulate various elements in a network. It is able to analyze traffics and even can simulate security events recently. System designers can identify vulnerabilities or find an efficient algorithm/protocol that could reduce costs if simulations are performed prior to actual implementation/construction of a large-scale system. Thus, this chapter includes the method of simulating a PLC-system, designing a PLC-based vertical fish farm and an expandable simulation test bed with which students or researchers will be able simulate their implementation methods. With these methods, it will be possible to perform large-scale simulations.


Author(s):  
Shaun Downey ◽  
Darryl Charles

This paper reports on the creation of an application capable of producing intelligent character behavior based on distribution of Artificial Intelligence. To develop, test and experiment on applied Artificial Intelligence, computer games are quickly becoming the ideal simulation test bed for the implementation of computer generated AI. The application of Artificial Intelligence algorithms create immersive game-play where human players can interact with non-player characters and interactions with the environment helps shape the way in which games are played. A-Star pathfinding utilizes a heuristic function implementing cost of moving through a virtual world, this actively affects how an agent responds to a situation and can alter its decision making. This paper describes the implementation of the A-Star algorithm combined with gameplay mechanics used to simulate multi-agent communication within a randomly generated game-world.


2019 ◽  
Vol 9 (12) ◽  
pp. 2557
Author(s):  
Haoliang Lv ◽  
Xiaojun Zhou ◽  
Chenglong Yang ◽  
Zhe Wang ◽  
Yimeng Fu

The load simulation test bench plays an important role in tracked vehicle development. The stability and accuracy of the system have a vital impact on the experimental results. To accurately reproduce the power performance of a tracked vehicle on the test platform, this paper aims to investigate the model, control, and calibration method of the test bench. Firstly, the dynamic model of a tracked vehicle under complex driving conditions is analyzed and established, which takes driving torque as the input and driving wheel speed as the output. Then, considering the uncertainties and disturbances in the system model, a 2-degree-of-freedom (2-DOF) control method combined with a disturbance observer is proposed to solve the stability problem of the system. Furthermore, in order to investigate the accuracy of the simulation on the test bed, a method of calibrating the system by a flywheel set with standard inertia is proposed. In the calibration process, the influence of the system resistance torque and the original mechanical inertia on the results is considered, and the response time of the inertia simulation is analyzed in both a steady and dynamic state. Finally, the load simulation test is carried out with the corrected system. The test results show that the system has a high load simulation accuracy under various load simulation tests.


1967 ◽  
Author(s):  
Joseph L. Seminara ◽  
Richard J. Shavelson ◽  
Stuart O. Parsons

Author(s):  
Adam S. Coutee ◽  
Bert Bras

Virtual reality allows users to visualize and interact with a three-dimensional world in a computer-generated environment. Haptic technology has allowed enhancement to these environments, adding the sense of touch through force and tactile feedback devices. In the engineering domain, these devices have been implemented in many areas including product design. We have developed a real-time simulation test bed to assess the usefulness of haptic technology for assembly and disassembly planning. In this paper, we present a study conducted to characterize the perception of weight in this virtual environment. Specifically, the experiments performed test the ability of a user to distinguish weight differences between two objects in real and virtual environments. This paper describes the experiments conducted and an analysis of the results.


2007 ◽  
Vol 23 (7) ◽  
pp. 825-831 ◽  
Author(s):  
Robert G. Beiko ◽  
Robert L. Charlebois

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