Construction of Motion Model of Motion Simulation System of Airport Fire Engine Simulator

2013 ◽  
Vol 765-767 ◽  
pp. 634-638
Author(s):  
Li Shan Jia ◽  
Li Wen Wang

To the high real-time quality requirement of motion simulation system of airport fire engine simulator, a simulation system with simplified motion model was promoted. The simplified motion model simplifies motion model of vehicle based on application requirement of virtual training of vehicle driving. On one hand, the simplification can reduce calculation amount of simulation, on the other hand, the simplification can make it easier to get parameters of model. Motion simulation system based on simplified motion model of airport fire engine was constructed and experiment was taken. Experiment showed that the motion simulation system has high calculation speed and good fidelity through setting parameters properly.

2021 ◽  
Vol 181 (2-3) ◽  
pp. 99-127
Author(s):  
Viliam Geffert ◽  
Zuzana Bednárová

We show that, for automata using a finite number of counters, the minimal space that is required for accepting a nonregular language is (log n)ɛ. This is required for weak space bounds on the size of their counters, for real-time and one-way, and for nondeterministic and alternating versions of these automata. The same holds for two-way automata, independent of whether they work with strong or weak space bounds, and of whether they are deterministic, nondeterministic, or alternating. (Here ɛ denotes an arbitrarily small—but fixed—constant; the “space” refers to the values stored in the counters, rather than to the lengths of their binary representation.) On the other hand, we show that the minimal space required for accepting a nonregular language is nɛ for multicounter automata with strong space bounds, both for real-time and one-way versions, independent of whether they are deterministic, nondeterministic, or alternating, and also for real-time and one-way deterministic multicounter automata with weak space bounds. All these bounds are optimal both for unary and general nonregular languages. However, for automata equipped with only one counter, it was known that one-way nondeterministic automata cannot recognize any unary nonregular languages at all, even if the size of the counter is not restricted, while, with weak space bound log n, we present a real-time nondeterministic automaton recognizing a binary nonregular language here.


2013 ◽  
Vol 753-755 ◽  
pp. 1324-1327
Author(s):  
Jia Qiang Dong

The visual and simulated system of the orbiting satellite based on the OpenGL technology is designed and realized in this paper, in which a visualization platform of the satellite in-orbit running is constructed. The simulation system has constructed the satellite model and the earth model by making use of 3DS MAX technology, and achieved the visualization of satellite in-orbit-running, the visualization of the communication route and of the overlay effect. At the same time, which has realized the access to the database of the orbiting satellite by means of ADO technology .The practices have proven that the system can simulate the whole process of satellite in-orbit-running in real-time, and provides the assistant support platform of the real-time management and decision. Apart from this, the system provides the network training of the space forces with virtual training platform. It is of great significance to construct the virtual battlefield simulation system.


2021 ◽  
Author(s):  
S. Devi

Abstract The survey indicates that VANETs use two vital routing protocols namely AODV and AOMDV. AODV is implemented by providing a single dedicated path between source and receiver and it doesn’t search for the alternate path in the case of an emergency situation. On the other hand, AOMDV is implemented by providing an intermediate participant node to reach the receiver i.e., it provides multipath and unlike AODV, it searches for the alternate path in the case of an emergency situation. Due to this capability, AOMDV finds its application in broad areas of research. In this paper, both the protocols are established and their performances are analyzed in terms of PDR, PLR, E2E, and Throughput. The simulation results are obtained using NS2.34. Using these results, the appropriate protocols can be implemented in real-time for various city environments with changeable traffic density and topography in the established network.


2021 ◽  
Vol 30 (2) ◽  
pp. 111-132
Author(s):  
Martin Kutrib ◽  
◽  
Andreas Malcher ◽  

In contrast to many investigations of cellular automata with regard to their ability to accept inputs under certain time constraints, in this paper we are studying cellular automata with regard to their ability to generate strings in real time. Structural properties such as speedup results and closure properties are investigated. On the one hand, constructions for the closure under intersection, reversal and length-preserving homomorphism are presented, whereas on the other hand the nonclosure under union, complementation and arbitrary homomorphism are obtained. Finally, decidability questions such as emptiness, finiteness, equivalence, inclusion, regularity and context-freeness are addressed.


2010 ◽  
Vol 102-104 ◽  
pp. 292-296
Author(s):  
Yin Le Chen ◽  
Xiang Jun Zou ◽  
Hai Xin Zou ◽  
Quan Sun ◽  
Jing Li ◽  
...  

In order to reduce the research and experimental cost of hand-picking machine, to make the design of manipulator more reasonable, and to provide more optimized program for the design, an agricultural picking manipulator simulation system based on intelligent design was designed. Firstly ,based on the research needs, to simplify the real picking manipulator under the premise of that the simulation accuracy reach the requirement, the model of picking manipulator had been simplified. Secondly, the finished model was put into EON Studio to build the virtual procedure, and movement properties were added to the manipulator to realize the function of motion simulation. Thirdly, the picking manipulator mathematics motion model of 4 freedoms was established, and the inverse kinematics of the picking manipulator was analyzed by MATLAB analysis tools, and the reverse solution program was written. Finally, Microsoft Visual C++ was used to complete the design of simulation platform, in order to realize the calling of various functions of the manipulator.


1987 ◽  
Vol 7 (2) ◽  
pp. 220-226 ◽  
Author(s):  
B. J. Robinson

AbstractThe research now under way with the real-time 275 km Parkes-Tidbinbila interferometer is used as a guide to the initial science to be undertaken with the 319 km Australia Telescope (AT) Long Baseline Array. On the other hand, it is risky to guess at the new science likely to be attempted with the 6 km AT Compact Array at Culgoora; instead the potential that has been built into this array is discussed and a selection of basic questions in astrophysics is posed as a guide to significant science that might yield to new observers on a fresh instrument under the southern skies. In conclusion two questions are probed: Can discoveries be made by users of national facilities? Does the AT cross into new domains in the phase space of observations?


10.5772/5803 ◽  
2005 ◽  
Vol 2 (1) ◽  
pp. 5 ◽  
Author(s):  
J. M. R. S. Tavares ◽  
R. Ferreira ◽  
F. Freitas

This paper presents two approaches used to control a 2-axis servomechanism by gesture recognition. For both approaches, the adopted control philosophy was: In the system's learning phase, the control images are acquired by a generic webcam and associated to the desired orders. On the other hand, in the working phase, each control image is acquired, by the same webcam and, by comparison with the stored orders images, the desired order is recognized and processed by the servomechanism in quasi real time. In this paper, the used servomechanism and both implemented approaches are described, and are indicated some advantages and weakness of each one. Two examples of images control sets are also presented, and some conclusions and future works are addressed.


Author(s):  
Michael Dann ◽  
Fabio Zambetta ◽  
John Thangarajah

In platform videogames, players are frequently tasked with solving medium-term navigation problems in order to gather items or powerups. Artificial agents must generally obtain some form of direct experience before they can solve such tasks. Experience is gained either through training runs, or by exploiting knowledge of the game's physics to generate detailed simulations. Human players, on the other hand, seem to look ahead in high-level, abstract steps. Motivated by human play, we introduce an approach that leverages not only abstract "skills", but also knowledge of what those skills can and cannot achieve. We apply this approach to Infinite Mario, where despite facing randomly generated, maze-like levels, our agent is capable of deriving complex plans in real-time, without relying on perfect knowledge of the game's physics.


2021 ◽  
Vol 0 (0) ◽  
Author(s):  
Jens Leonhard

Zusammenfassung This paper analyses the increase in the use of the preterite in spoken Alemannic in south-western Germany. There are almost no recent studies that explore the preterite in Upper German because of the widespread hypothesis that there is no preterite in Upper German (except for the verb sein ‘to be’) due to the loss of the preterite in Upper German (Oberdeutscher Präteritumschwund). In contrast to this, I account for a language change in the timespan from 1974 to 2013 in which the preterite becomes more frequent in relation to the perfect and is now part of the spoken Alemannic in south-western Germany. To account for this, I use a combination of a real time and an apparent time analysis. Additionally, all verbs forming a preterite have a specific semantic value, i. e. an inherent meaning of state. This means they are durative (=the situation lasts for a certain period of time), atelic (=the situation has no terminal point at which the situation is complete) and non-dynamic (=the situation involves no change). Perfect forms on the other hand do not have this specific semantic value.


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