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This paper describes the Sweaty II humanoid adult size robot trying to qualify for the RoboCup 2018 adult size humanoid competition. Sweaty came 2nd in RoboCup 2017 adult size league. The main characteristics of Sweaty are described in the Team Description Paper 2017. The improvements that have been made or are planned to be implemented for RoboCup 2018 are described in this paper.
The excessive control signaling in Long Term Evolution networks required for dynamic scheduling impedes the deployment of ultra-reliable low latency applications. Semi-persistent scheduling was originally designed for constant bit-rate voice applications, however, very low control overhead makes it a potential latency reduction technique in Long Term Evolution. In this paper, we investigate resource scheduling in narrowband fourth generation Long Term Evolution networks through Network Simulator (NS3) simulations. The current release of NS3 does not include a semi-persistent scheduler for Long Term Evolution module. Therefore, we developed the semi-persistent scheduling feature in NS3 to evaluate and compare the performance in terms of uplink latency. We evaluate dynamic scheduling and semi-persistent scheduling in order to analyze the impact of resource scheduling methods on up-link latency.
Vehicle-to-Everything (V2X) communication promises improvements in road safety and efficiency by enabling low-latency and reliable communication services for vehicles. Besides using Mobile Broadband (MBB), there is a need to develop Ultra Reliable Low Latency Communications (URLLC) applications with cellular networks especially when safety-related driving applications are concerned. Future cellular networks are expected to support novel latencysensitive use cases. Many applications of V2X communication, like collaborative autonomous driving requires very low latency and high reliability in order to support real-time communication between vehicles and other network elements. In this paper, we classify V2X use-cases and their requirements in order to identify cellular network technologies able to support them. The bottleneck problem of the medium access in 4G Long Term Evolution(LTE) networks is random access procedure. It is evaluated through simulations to further detail the future limitations and requirements. Limitations and improvement possibilities for next generation of cellular networks are finally detailed. Moreover, the results presented in this paper provide the limits of different parameter sets with regard to the requirements of V2X-based applications. In doing this, a starting point to migrate to Narrowband IoT (NB-IoT) or 5G - solutions is given.
The next generation cellular networks are expected to improve reliability, energy efficiency, data rate, capacity and latency. Originally, Machine Type Communication (MTC) was designed for low-bandwidth high-latency applications such as, environmental sensing, smart dustbin, etc., but there is additional demand around applications with low latency requirements, like industrial automation, driver-less cars, and so on. Improvements are required in 4G Long Term Evolution (LTE) networks towards the development of next generation cellular networks for providing very low latency and high reliability. To this end, we present an in-depth analysis of parameters that contribute to the latency in 4G networks along with a description of latency reduction techniques. We implement and validate these latency reduction techniques in the open-source network simulator (NS3) for narrowband user equipment category Cat-Ml (LTE-M) to analyze the improvements. The results presented are a step towards enabling narrowband Ultra Reliable Low Latency Communication (URLLC) networks.
Accelerated transformation of the society and industry through digi-talization, artificial intelligence and other emerging technologies has intensified the need for university graduates that are capable of rapidly finding breakthrough solutions to complex problems, and can successfully implement innovation con-cepts. However, there are only few universities making significant efforts to com-prehensively incorporate creative and systematic tools of TRIZ (theory of in-ventive problem solving) and KBI (knowledge-based innovation) into their de-gree structure. Engineering curricula offer little room for enhancing creativity and inventiveness by means of discipline‐specific subjects. Moreover, many ed-ucators mistakenly believe that students are either inherently creative, or will in-evitably obtain adequate problem-solving skills as a result of their university study. This paper discusses challenges of intelligent integration of TRIZ and KBI into university curricula. It advocates the need for development of standard guidelines and best-practice recommendations in order to facilitate sustainable education of ambitious, talented, and inventive specialists. Reflections of educa-tors that teach TRIZ and KBI to students from mechanical, electrical, process engineering, and business administration are presented.
To this date, it is difficult to find high-level statistics on YouTube that paint a fair picture of the platform in its entirety. This study attempts to provide an overall characterization of YouTube, based on a random sample of channel and video data, by showing how video provision and consumption evolved over the course of the past 10 years. It demonstrates stark contrasts between video genres in terms of channels, uploads and views, and that a vast majority of on average 85% of all views goes to a small minority of 3% of all channels. The analytical results give evidence that older channels have a significantly higher probability to garner a large viewership, but also show that there has always been a small chance for young channels to become successful quickly, depending on whether they choose their genre wisely.