scholarly journals Glide-Symmetric Holey Structures Applied to Waveguide Technology: Design Considerations

Sensors ◽  
2020 ◽  
Vol 20 (23) ◽  
pp. 6871
Author(s):  
Zvonimir Sipus ◽  
Katarina Cavar ◽  
Marko Bosiljevac ◽  
Eva Rajo-Iglesias

Recently, there has been an increased interest in exploring periodic structures with higher symmetry due to various possibilities of utilizing them in novel electromagnetic applications. The aim of this paper is to discuss design issues related to the implementation of holey glide-symmetric periodic structures in waveguide-based components. In particular, one can implement periodic structures with glide symmetry in one or two directions, which we differentiate as 1D and 2D glide symmetry, respectively. The key differences in the dispersion and bandgap properties of these two realizations are presented and design guidelines are indicated, with special care devoted to practical issues. Focusing on the design of gap waveguide-based components, we demonstrate using simulated and measured results that in practice it is often sufficient to use 1D glide symmetry, which is also simpler to mechanically realize, and if larger attenuation of lateral waves is needed, a diagonally directed 2D glide symmetric structure should be implemented. Finally, an analysis of realistic holes with conical endings is performed using a developed effective hole depth method, which combined with the presented analysis and results can serve as a valuable tool in the process of designing novel electrically-large waveguide-based components.

2021 ◽  
Vol 13 (3) ◽  
pp. 1036
Author(s):  
Siri Willskytt

Consumable products have received less attention in the circular economy (CE), particularly in regard to the design of resource-efficient products. This literature review investigates the extent to which existing design guidelines for resource-efficient products are applicable to consumables. This analysis is divided into two parts. The first investigates the extent to which general product-design guidelines (i.e., applicable to both durables and consumables) are applicable to consumables. This analysis also scrutinizes the type of recommendations presented by the ecodesign and circular product design, to investigate the novel aspects of the CE in product design. The second analysis examines the type of design considerations the literature on product-type specific design guidelines recommends for specific consumables and whether such guidelines are transferable. The analysis of general guidelines showed that, although guidelines are intended to be general and applicable to many types of products, their applicability to consumable products is limited. Less than half of their recommendations can be applied to consumables. The analysis also identified several design considerations that are transferable between product-specific design guidelines. This paper shows the importance of the life-cycle perspective in product design, to maximize the opportunities to improve consumables.


2015 ◽  
Vol 5 (2) ◽  
Author(s):  
Emily E. Hopkins ◽  
Debra M. Wolf ◽  
Julie D. Slade ◽  
Kathleen C. Spadaro ◽  
Diane F. Hunker ◽  
...  

2001 ◽  
Vol 5 (1) ◽  
pp. 146-156
Author(s):  
Giuseppe Riva

The paper presents an overview of the ergonomic/design issues of a VR-enhanced orthopaedic appliance to be used in rehabilitation of patients with Spinal Cord Injury. First, some design considerations are described and an outline of aims which the tool should pursue are given. Finally, the design issues are described focusing both on the development of a test-bed rehabilitation device and on the description of a preliminary study detailing the use of the device with a long-term SCI patient. The basis for this approach is that physical therapy and motivation are crucial for maintaining flexibility and muscle strength and for reorganizing the nervous system after SCIs.


2004 ◽  
Vol 126 (4) ◽  
pp. 368-375 ◽  
Author(s):  
Gage S. Grewal ◽  
Marcus M. K. Lee

This paper presents the findings of a numerical investigation into the strength of minimum structure platforms subject to a ship impact. The study has identified important design issues that should be addressed in order to improve the survivability and continued serviceability of minimum structures after a ship impact. It was found that, due to a lack of research effort, design guidelines governing ship impact on minimum structures are lacking in comparison with conventional jacket platforms. In particular, requirements governing the minimum amount of plastic energy absorption in minimum structures are not clearly defined. Ship impact analyses were therefore carried out in order to compare their structural integrity with that for a jacket under ship collision conditions and to evaluate the effects on their ultimate strength. The study not only established any degradation of system strength, but has also determined the amount of plastic energy absorption under various impact scenarios.


Robotica ◽  
1990 ◽  
Vol 8 (4) ◽  
pp. 347-353
Author(s):  
Tarek M. Abdel-Rahman ◽  
M.A. Elbestawi

SUMMARYThis paper addresses the conceptual design of direct-drive manipulators which have good promise for high speed, high precision manipulation. In the design methodology presented, the procedure begins by considering the kinematic aspects and ends by configuring manipulator structures with promising kinematic and dynamic characteristics. Based on the conceptual design considerations, a novel 3 DOF (RRR) direct-drive manipulator is proposed and analyzed. The manipulator structure has only five links and a compact configuration. Manipulator kinematics and dynamics are analyzed. Design guidelines are derived for static balancing of the manipulator and for minimizing the inertias driven by the motors. Operational configurations that either improve or worsen the kinematic and dynamic behaviour or characteristics of the manipulator are identified. The proposed design has an advantage over many currently known direct-drive manipulators for achieving two desirable mechanical features, namely: static balancing and compactness (smaller driven inertias).


2009 ◽  
Vol 1 (4) ◽  
pp. 249-254
Author(s):  
Andreas Kilian ◽  
Michael Fuchs ◽  
Lorenz-Peter Schmidt

In this contribution, fundamental design considerations for a novel metallization technique to realize millimeter-wave microstrip structures are presented. This hot embossing technology is a fast and economic process originating from the production of three-dimensional molded interconnect devices. Conductive structures are coated onto plastic parts or plastic foils using a heated stamp. This approach shows high potential and therefore will be investigated for the fabrication of low-cost printed antennas at millimeter-wave frequencies. The focus of this contribution is on design guidelines considering process parameters and interactions with substrate and copper foil characteristics derived from the fabrication and measurement of single microstrip patch antenna prototypes for radar applications in the industrial, scientific and medical (ISM) band at 24 GHz. Far-reaching potential lies in the utilization of the three-dimensional manufacturing technology for the construction of conformal integrated antenna systems based on the thermoforming capabilities of polymer substrates.


Author(s):  
David G. Jansson ◽  
Srinivasa Ravi Shankar ◽  
Francis S. K. Polisetty

Abstract This paper reports on the development of a framework for the evaluation of design concepts early in the design process through the use of a set of Generalized Manufacturabi1ity Indices (GMI). The indices are aimed at providing designers with a deeper insight into design issues which affect manufacturabi1ity than is available from a pure cost estimate. It is argued that at very early stages of design, cost estimates are inappropriate. Also, the GMI’s provide a more quantitative estimate of the manufacturability of a design than the use of design guidelines. The generalized nature of the GMI’s enables application of this approach to very dissimilar designs. The merging of manufacturing issues upstream in the design process through the framework presented here, is expected to increase both the speed and quality of product design.


2003 ◽  
Vol 12 (3) ◽  
pp. 241-267 ◽  
Author(s):  
Jolanda G. Tromp ◽  
Anthony Steed ◽  
John R. Wilson

This paper presents results of the longitudinal usability and network trials that took place throughout the COVEN (COllaborative Virtual ENvironments) Project. To address the lack of understanding about usability design and evaluation for collaborative virtual environments (CVEs), a deductive analysis was used to systematically identify areas of inquiry. We present a summary of the analysis and the resulting framework through which various complementary methods were utilized during our studies. The objective of these studies was to gain a better understanding about design, usability, and utility for CVEs in a multidisciplinary setting. During the studies, which span four years, we undertook longitudinal studies of user behavior and computational demands during network trials, usability inspections of each iteration of the project demonstrators, consumer evaluations to assess social acceptability and utility of our demonstrators, and continuous preparations of design guidelines for future developers of CVEs. In this paper, we discuss the need for such activities, give an overview of our development of methods and adaptation of existing methods, give a number of explanatory examples, and review the future requirements in this area.


Author(s):  
Samantha Stahlke ◽  
James Robb ◽  
Pejman Mirza-Babaei

Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments, and special events. Recently, streaming platforms, game developers, and professional players have experimented with the inclusion of viewer interaction through mechanisms such as chat, broadcast messages, donations, and voting systems. With the advent of these mechanisms, the concept of game viewership has entered a transitory period; while still largely focused on consumption, for many spectators, the viewing experience is no longer an entirely passive act. The idea of interactive spectatorship (the authors refer to it as Spectator-players) carries the potential for audience members to engage with content at a much deeper level, participating actively in a novel form of entertainment and contributing to an enriched gaming community. This novel form of gaming interaction poses interesting challenges for game designers, as it requires design considerations to meet the needs of players, passive viewers, and active audience members alike. In this paper, the authors examine the opportunities and challenges presented by the design of interactive spectator experiences. Ultimately, they propose a series of design guidelines aimed at the exploration of development in the area of interactive spectator experiences.


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