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This contribution describes an optical laser-based user interaction system designed for virtual reality (VR) environments. The project's objective is to realize a 6-DoF user input device for interaction with VR applications running in CAVE-type visualization environments with flat projections walls. In case of a back-projection VR system, in contrast to optical tracking systems, no camera has to be placed within the visualization environment. Instead, cameras observe patterns of laser beam projections from behind the screens. These patterns are emitted by a hand-held input device. The system is robust with respect to partial occlusion of the laser pattern. An inertial measurement unit is integrated into the device in order to improve robustness and precision.
This paper picks up on one of the ways reported in the literature to represent hybrid models of engineering systems by bond graphs with static causalities. The representation of a switching device by means of a modulated transformer (MTF) controlled by a Boolean variable in conjunction with a resistor has been used so far to build a model for simulation. In this paper, it is shown that it can also constitute an approach to bond graph based quantitative fault detection and isolation in hybrid system models. Advantages are that Analytical Redundancy Relations (ARRs) do not need to be derived again after a switch state has changed. ARRs obtained from the bond graph are valid for all system modes. Furthermore, no adaption of the standard sequential causality assignment procedure (SCAP) with respect to fault detection and isolation (FDI) is needed.
The small and remote households in Northern regions demand thermal energy rather than electricity. Wind turbine in such places can be used to convert wind energy into thermal energy directly using a heat generator based on the principle of the Joule machine. The heat generator driven by a wind turbine can reduce the cost of energy for heating system. However the optimal performance of the system depends on the torque-speed characteristics of the wind turbine and the heat generator. To achieve maximum efficiency of operation both characteristics should be matched. In the article the condition of optimal performance is developed and an example of the system operating at maximum efficiency is simulated.
Nowadays, we input text not only on stationary devices, but also on handheld devices while walking, driving, or commuting. Text entry on the move, which we term as nomadic text entry, is generally slower. This is partially due to the need for users to move their visual focus from the device to their surroundings for navigational purposes and back. To investigate if better feedback about users' surroundings on the device can improve performance, we present a number of new and existing feedback systems: textual, visual, textual & visual, and textual & visual via translucent keyboard. Experimental comparisons between the conventional and these techniques established that increased ambient awareness for mobile users enhances nomadic text entry performance. Results showed that the textual and the textual & visual via translucent keyboard conditions increased text entry speed by 14% and 11%, respectively, and reduced the error rate by 13% compared to the regular technique. The two methods also significantly reduced the number of collisions with obstacles.
We present a graph-based framework for post processing filters, called GrIP, providing the possibility of arranging and connecting compatible filters in a directed, acyclic graph for realtime image manipulation. This means that the construction of whole filter graphs is possible through an external interface, avoiding the necessity of a recompilation cycle after changes in post processing. Filter graphs are implemented as XML files containing a collection of filter nodes with their parameters as well as linkage (dependency) information. Implemented methods include (but are not restricted to) depth of field, depth darkening and an implementation of screen space shadows, all applicable in real-time, with manipulable parameterizations.
We present the extensible post processing framework GrIP, usable for experimenting with screen space-based graphics algorithms in arbitrary applications. The user can easily implement new ideas as well as add known operators as components to existing ones. Through a well-defined interface, operators are realized as plugins that are loaded at run-time. Operators can be combined by defining a post processing graph (PPG) using a specific XML-format where nodes are the operators and edges define their dependencies. User-modifiable parameters can be manipulated through an automatically generated GUI. In this paper we describe our approach, show some example effects and give performance numbers for some of them.