scholarly journals Research on designing and making of a mobile training facility for intervention and rescue personnel in toxic / flammable / explosive environments

2021 ◽  
Vol 342 ◽  
pp. 01005
Author(s):  
George Artur Gaman ◽  
Daniel Pupazan ◽  
Cristian Nicolescu ◽  
Cosmin Ilie ◽  
Izabella Kovacs

The decisive factor in ensuring success for an intervention and rescue operation in toxic or chemical aggressive environments lies in optimal and efficient design of the training process for rescue personnel, including intervention in confined spaces. The current paper shows the designing and making of a modern infrastructure - mobile training facility with different high difficulty degree training routes, allowing the simulation of intervention activities in confined areas, horizontally and vertically, spaces with low visibility, above normal limits temperature and humidity, etc. as well as the measurement of several physiological parameters (pulse, blood oxygen level, calories consumed, etc.) that allow permanent monitoring of rescuers’ health condition during the training process. The mobile training facility consists of a space for physical training (endless ladder, impact device, treadmill, elliptical bike, stepper), an indoor training circuit and a control room that allows the coordination of all activities carried out within an exercise. The platform on which the training facility is placed can be moved to the business quarters where intervention and rescue activities take place, so that personnel engaged in this activity go through a complex training program, as close as possible to real-life interventions.

2020 ◽  
Vol 305 ◽  
pp. 00056
Author(s):  
Cristian Nicolescu ◽  
George Artur Găman ◽  
Daniel Pupăzan ◽  
Cosmin Ilie ◽  
Izabella Kovacs

One of the most important factors in the success of an intervention/rescue operation in toxic/ flammable / explosive environments is appropriate training process for rescue personnel taking part in these interventions. Intervention can take place in small (confined) spaces, in high temperature / humidity areas, with low visibility conditions, which would make rescuer’s activity even more difficult, during interventions. Training is a process of psychophysiological preparation, which produces a high (maximum) return in professional activity of rescuers. The maximum yield is obtained by increasing the body’s functional capacity to highest degree. For this purpose, it is necessary to use systematic and methodical exercise according to pedagogical rules. The current paper presents a mobile workout training facility equipped with an area of enclosed spaces with different training routes, on various degrees of difficulty, allowing for simulation of some interventions in such spaces, having the possibility of creating high temperature and humidity, low visibility, etc. environments within the training facility, with the purpose of preparing intervention and rescue teams for situations close to real ones.


2022 ◽  
Vol 354 ◽  
pp. 00053
Author(s):  
Cristian Nicolescu ◽  
George Artur Găman ◽  
Daniel Pupăzan ◽  
Cosmin Ilie

An important factor in ensuring success in an intervention operation in dangerous environments lays in the training process, in conditions as close as possible to real intervention situations, as well as the manner of setting up rescue teams. In order to organize the intervention process as efficiently as possible, when setting up rescue teams we must take into account work consumption and physiological parameters achieved by members of the rescue teams during practical training carried out within the mobile training facility. In case of special incidents, the rescue intervention can take place in areas with small (limited) sections, spaces with high temperature, in low visibility conditions, which would make rescuers’ intervention even more difficult. Conditions mentioned above can be easily created within the rescuers’ mobile training facility, endowment of INSEMEX Petroșani, facility that through its equipment and facilities, allows monitoring of labour consumption and physiological parameters of rescuers throughout and in all training situations. The current paper presents training methods of intervention and rescue personnel within the mobile training facility and progress of work consumption / physiological parameters of rescuers throughout these practical exercises, with the aim of preparing intervention and rescue teams for situations close to real ones.


Author(s):  
P. Sanghamitra ◽  
Debabrata Mazumder ◽  
Somnath Mukherjee

Abstract Discharge of oily wastewater imparts serious threat to the environment because of high level concentration of COD, BOD as well as oil and grease and it is difficult to treat such wastewater due to its inherent toxic and inhibitory property. A treatability study of oily wastewater (carrying petroleum) has been performed in the present work using a batch suspended growth reactor. The experiment was conducted using acclimatized suspended biomass in laboratory environment and the kinetic coefficients were determined which are immensely important for design of such reactor. The oil removal efficiency was observed to be in the range of 62.84–85.45% corresponding to average MLSS concentration range of 1,797–3,668 mg/L. Haldane kinetic model was found to be the best fitted for the biodegradation of oily wastewater with acclimatised microorganisms in the present investigation. The kinetic co-efficients including Ks, Y, kd, k and ki were calculated from the experimental data and the values were compared with published results cited by various scientists. The derived kinetic coefficients values are to be useful for understanding the dynamics of substrate utilisation with production of biomass and efficient design of biological systems and also for pilot plant investigation with real life wastewater of similar nature.


Author(s):  
Pablo Almajano ◽  
Maite Lopez-Sanchez ◽  
Inmaculada Rodriguez ◽  
Anna Puig ◽  
Maria Salamó Llorente ◽  
...  

This chapter presents an example of a virtual training scenario that allows trainees to learn the rules of real human institutions before joining them, that is, before having to cope with the consequences of their binding actions in real (serious) settings. The development of the training scenario is based on a combination of Electronic Institutions technology with 3D Virtual Worlds, and is enhanced with tutoring agents that provide assistance services along the training process. The theoretical benefits that result from this approach are demonstrated through an authentic scenario that represents a market (i.e., an institution) devoted to trading water rights. This scenario has been tested with real users, and thus, its benefits have been empirically assessed.


2015 ◽  
Vol 31 (2) ◽  
pp. 531
Author(s):  
Nasreddine Saadouli

Training is a key task for ensuring that employees remain at a skill level that is conducive to productivity and to achieving the organizational objectives. However, training is a very costly investment. Hence, the resources allocated to training must be used wisely to balance the available resources to the goals sought. In this paper, a typical training decision is considered where the management needs to decide on assigning employees at various levels of the organization to various training programs. This is to be done with minimal interruption of the organizations operations while making sure that the different types of employees are assigned to training programs most related to their jobs. Additionally, there is a limit on the capacity of the training facility and the number of trainers which in turn limits the number of training courses that can be offered in any given week. A linear programming model is developed to determine the optimal number of trainees that should be chosen from each department and the optimal allocation of these trainees to the various training courses. The model is applied to a real life situation and the results show that there is an optimal allocation that meets and in most cases exceeds the desired objectives of management while maximizing the utilization of the training resources.


Sensors ◽  
2021 ◽  
Vol 21 (12) ◽  
pp. 4181
Author(s):  
Todor Ivașcu ◽  
Viorel Negru

Vital sign monitoring outside the clinical environment based on wearable sensors ensures better support in assessing a patient’s health condition, and in case of health deterioration, automatic alerts can be sent to the care providers. In everyday life, the users can perform different physical activities, and considering that vital sign measurements depend on the intensity of the activity, we proposed an architecture based on the multi-agent paradigm to handle this issue dynamically. Different types of agents were proposed that processed different sensor signals and recognized simple activities of daily living. The system was validated using a real-life dataset where subjects wore accelerometer sensors on the chest, wrist, and ankle. The system relied on ontology-based models to address the data heterogeneity and combined different wearable sensor sources in order to achieve better performance. The results showed an accuracy of 95.25% on intersubject activity classification. Moreover, the proposed method, which automatically extracted vital sign threshold ranges for each physical activity recognized by the system, showed promising results for remote health status evaluation.


Mathematics ◽  
2021 ◽  
Vol 9 (23) ◽  
pp. 3048
Author(s):  
Boyu Kuang ◽  
Mariusz Wisniewski ◽  
Zeeshan A. Rana ◽  
Yifan Zhao

Visual navigation is an essential part of planetary rover autonomy. Rock segmentation emerged as an important interdisciplinary topic among image processing, robotics, and mathematical modeling. Rock segmentation is a challenging topic for rover autonomy because of the high computational consumption, real-time requirement, and annotation difficulty. This research proposes a rock segmentation framework and a rock segmentation network (NI-U-Net++) to aid with the visual navigation of rovers. The framework consists of two stages: the pre-training process and the transfer-training process. The pre-training process applies the synthetic algorithm to generate the synthetic images; then, it uses the generated images to pre-train NI-U-Net++. The synthetic algorithm increases the size of the image dataset and provides pixel-level masks—both of which are challenges with machine learning tasks. The pre-training process accomplishes the state-of-the-art compared with the related studies, which achieved an accuracy, intersection over union (IoU), Dice score, and root mean squared error (RMSE) of 99.41%, 0.8991, 0.9459, and 0.0775, respectively. The transfer-training process fine-tunes the pre-trained NI-U-Net++ using the real-life images, which achieved an accuracy, IoU, Dice score, and RMSE of 99.58%, 0.7476, 0.8556, and 0.0557, respectively. Finally, the transfer-trained NI-U-Net++ is integrated into a planetary rover navigation vision and achieves a real-time performance of 32.57 frames per second (or the inference time is 0.0307 s per frame). The framework only manually annotates about 8% (183 images) of the 2250 images in the navigation vision, which is a labor-saving solution for rock segmentation tasks. The proposed rock segmentation framework and NI-U-Net++ improve the performance of the state-of-the-art models. The synthetic algorithm improves the process of creating valid data for the challenge of rock segmentation. All source codes, datasets, and trained models of this research are openly available in Cranfield Online Research Data (CORD).


Author(s):  
Thalia Remita ◽  
Suryono Herlambang

According to millenials, the usage of internet is a common subject, as internet is also part of their daily life and routines. Together with the existence of internet itself, video games with the basis of using internet called "Electronic Sport" or "E-Sport" has started to born and develop from time to time. In Indonesia, E-Sport has already been recognized as one of the national sport branch, as a result, the demand for E-Sport arena started to rise alongside with the growing amount of E-Sport players in Indonesia.Upon this personal project, the goal is to fulfill the demand of E-Sport arena in Indonesia that is currently lacking. The insufficient amount of E-Sport arena in Indonesia has many potentials to create another complications. For example, in general, E-Sport players prefer to operate their video games at home, therefore, the players are not interacting with each other in real life and starting to become ignorant to the environment around them. Players also tend to develop a careless habit which makes them unable to control the duration of their playing time, hence, it might affect their health condition and career.With the study of typology of arena and using the concept of hybrid architecture, the purpose of E2SA E-Sport arena is being built is to provide E-Sport players a place where they can build connections by interacting with each other in real life. Furthermore, by having a place besides their house, they can control their playtime and health effectively. Finally, E2SA is capable to improve the attribute of Indonesian E-Sport players and produce higher quality players to compete in the international level. AbstrakBagi generasi millennial, penggunaan internet merupakan hal yang umum. Internet merupakan bagian dari kehidupan sehari-hari generasi millennial, dengan keberadaan internet itu sendiri, muncul permainan-permainan berbasis internet yang biasa disebut dengan E-Sport. Electronic Sport atau E-Sports ini khususnya di Indonesia sudah diakui sebagai salah satu cabang olahraga nasional. Perancangan E-Sport Arena dilatar belakangi oleh meningkatnya minat terhadap olahraga E-Sport di Indonesia, proyek ini menjawab problem yang timbul atas permasalahan dan kebutuhan generasi millennial atas olahraga berbasis video game. Problem utama yang ditimbulkan dari permainan E-Sport adalah E-Sport biasanya dimainkan di dalam rumah, sehingga pemain cenderung menjadi tertutup dengan lingkungan sekitar dan menimbulkan kurangnya interaksi dengan orang lain. Pemain juga cenderung kurang beraktivitas dan kurangnya control terhadap waktu sehingga menimbulkan penyakit-penyakit tertentu. E2SA dibangun menggunakan pendekatan metode tipologi arena yang dikembangkan menggunakan kondep arsitektur hybrid untuk menampung minat pemain-pemain E-Sport yang terus berkembang di Indonesia serta mempersiapkan masyarakat Indonesia untuk bertanding di jenjang internasional, dengan menyediakan sarana penunjang bagi pemain agar dapat beristirahat, berolah raga dan membangun koneksi antar pemain E-Sport sehingga pemain dapat diarahkan untuk melakukan kegiatan-kegiatan positif sehingga pemain dapat menjaga kesehatan dan memiliki hubungan sosial yang positif antar pemain sehingga dapat berlatih secara maksimal dan menghasilkan kualitas pemain E-Sport yang berkualitas.


2019 ◽  
Vol 70 (9) ◽  
pp. 3176-3179
Author(s):  
Edwin Sever Bechir ◽  
Mihaela Jana Tuculina ◽  
Mara Carsote ◽  
Marilena Bataiosu ◽  
Mihaela Raescu ◽  
...  

Teriparatide (TPT) (C181H291N55O51S2) represents a recombinant molecule acting as human osteoanabolic agent. Transitory hypercalcemia (TH) has been reported in osteoporotic patients treated with daily TPT. Our purpose is to analyze the biochemical features as well as clinical risk factors for fractures in patients with severe osteoporosis treated with TPT who developed TH during first 12 months. This is an observational real-life study. In patients with TH biochemical blood markers like osteocalcin, CrossLaps and P1NP assessed at one year have statistically significant higher values than in subjects associating serum calcium within normal limits under the drug.


2020 ◽  
pp. 1408-1435
Author(s):  
Pablo Almajano ◽  
Maite Lopez-Sanchez ◽  
Inmaculada Rodriguez ◽  
Anna Puig ◽  
Maria Salamó Llorente ◽  
...  

This chapter presents an example of a virtual training scenario that allows trainees to learn the rules of real human institutions before joining them, that is, before having to cope with the consequences of their binding actions in real (serious) settings. The development of the training scenario is based on a combination of Electronic Institutions technology with 3D Virtual Worlds, and is enhanced with tutoring agents that provide assistance services along the training process. The theoretical benefits that result from this approach are demonstrated through an authentic scenario that represents a market (i.e., an institution) devoted to trading water rights. This scenario has been tested with real users, and thus, its benefits have been empirically assessed.


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