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NEXCODE is a project promoted by the European Space Agency aimed at research design development and demonstration of a receiver chain for telecomm and links in space missions including the presence of new short low-density parity-check codes for error correction. These codes have excellent performance from the error rate viewpoint but also put new challenges as regards synchronization issues and implementation. In this paper after a short review of the results obtained through numerical simulations we present an overview of the breadboard designed for practical testing and the test-plan proposed for the verification of the breadboard and the validation of the new codes and novel synchronization techniques under relevant operation conditions.
Structured Innovation with TRIZ in Science and Industry - Creating Value for Customers and Society
(2016)
High mobility, electrolyte-gated transistors (EGTs) show high DC performance at low voltages (< 2 V). To model those EGTs, we have used different models for the below and the above threshold regime with appropriate interpolation to ensure continuity and smoothness over all regimes. This empirical model matches very well with our measured results obtained by the electrical characterization of EGTs.
We present a novel scheme for Slotted ALOHA random access systems that combines physical-layer network coding (PLNC) with multiuser detection (MUD). The PLNC and MUD are applied jointly at the physical layer to be able to extract any linear combination of messages experiencing a collision within a slot. The set of combinations extracted from a whole frame is then processed by the receiver to recover the original packets. A simple precoding stage at the transmitting terminals allows the receiver to further decrease the packet loss rate. We present results for the decoding at the physical layer as well as several performance measures at frame level, namely, throughput, packet loss rate, and energy efficiency. The results we present are promising and suggest that a cross-layer approach leveraging on the joint use of PLNC and MUD can significantly improve the performance of random access systems in the presence of slow fading.
This paper presents an overview of the coding aspects of a GNSS receiver. Coding allows detection and correction of channel-induced errors at the receiver, here the focus is on the mitigation of threats from malicious interferences. Although the effects of interference at different stages of GNSS baseband processing has been deeply analyzed in the literature, little attention was devoted to its impact on the navigation message decoding stage. Theis paper provides an introduction to the various coding schemes employed by current GNSS signals, discussing their performance in the presence of noise in terms of block-error rate. Additionally, the benefits of soft-decoding schemes for navigation message decoding are highlighted when jamming interferences are present. The proposed scheme requires estimating the noise plus interference power, yielding to enhanced decoding performances under severe jamming conditions. Finally, cryptographic schemes as a means of providing anti-spoofing for geosecurity location-based services, and their potential vulnerability are discussed, with particular emphasis on the dependence on the dependence of the scheme on successful navigation message decoding
This paper describes the new Sweaty II humanoid adult size robot trying to qualify for the RoboCup 2016 adult size humanoid competition. Based on experiences during RoboCup 2014, the Sweaty robot has been completely redesigned to a new robot Sweaty II. A major change is the use of linear actuators for the legs. Another characteristic is its indirect actuation by means of rods. This allows a variable transmission ratio depending on the angle of a joint.
After having described many different aspects of our team software in previous years, in this paper we take the freedom to describe the magmaChallenge framework provided by the magmaOffenburg team. The framework is used as a benchmark tool to run different challenges like the running challenge in 2014 or the kick accuracy challenge in 2015. This description should serve as a documentation to simplify the maintenance by the community and to add new benchmarks in the future.